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The Tau Empire Goto Page: [] [<<] [<<] [<] 1 2 3 ... 189 190 191 192 193 194 ... 251 252 253 254 [>] [>>] [»|]

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Van Evok

Dangerous Hunter

8,550 Points
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PostPosted: Fri Oct 12, 2007 2:54 am


Ethereal might too easily fall to
1.Callidus
2.Basilisk (indirect)
3.Wolf Scouts
just 3 of the most common ways to mess up your whole army...
PostPosted: Sat Oct 13, 2007 8:12 am


I think Etherals are pretty cool and can be good if used right in a game.

Valandil517


Temporarily Sane

PostPosted: Sun Oct 14, 2007 1:46 am


Valandil517
I think Etherals are pretty cool and can be good if used right in a game.
AHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA


....oh were you serious? confused
PostPosted: Sun Oct 14, 2007 7:53 am


Ethereals suck since the new codex. They used to be useful, but now they are easy to kill and hurt you more than help you.

Babbalui


Hoxtalicious

Greedy Partner

PostPosted: Sun Oct 14, 2007 10:44 am


Some people field them for fluff purposes. Or is this unheard of by you lot?
PostPosted: Sun Oct 14, 2007 11:03 am


Lt. Brookman
Some people field them for fluff purposes. Or is this unheard of by you lot?
Yes, its unheard of. I for one actually like winning battles.

I can see people doing that though.

Temporarily Sane


Oryn

PostPosted: Sun Oct 14, 2007 12:38 pm


I'm a bit late in getting to it, but my take on the list...

Barnabas Choiseul
Troops
12 Fire Warriors with Pulse Rifles and 1 Devilfish (200 Points)

Well, since It's 200 points, I can see this unit is totally barebones. Give the Fire Warriors a Shas'ui, because that extra LD helps when they take a little return fire. The Devilfish needs to have a least a Decoy Launcher and a Multi-tracker. So that it can move fast and avoid the Fire Warriors getting dumped out by a penetrating hit, and help negate the penalties of moving fast. A Targeting Array and Smart Missile System are recommended as well.


Barnabas Choiseul
1 Shaper with Pluse Rifle (223 Points)
17 Kroot
1 Krootox Rider
6 Kroot Hounds

I think this unit is bloated. Don't buy the Shaper a Pulse Rifle, he's better off with his standard Kroot Rifle, and the +1 attack it grants. Krootox have poor models, and they keep you from Infiltrating. Drop him. I also think the Hounds are overkill, but then again, I hardly ever use Kroot.


Barnabas Choiseul
12 Fire Warriors with Pulse Carbines (120 Points)
Again, you need a Shas'ui here. I really don't like Carbine teams. Sure they have 12 shots on the move, but the Rifles can hit at a longer distance, and when things get dicey and those Terminators Deep Strike in, the Rifles can put out 24 shots. There's no other unit in the Tau army that can put out that much dakka short of a full bodyguard for Farsight. Coupled with two Markerlight hits, rifles are king.


Barnabas Choiseul
Heavy Support
Sniper Drone team (80 Points)

Broadside team: 2x Shas'ui with 2x railgun; 2x Smart Missle System; and 1x Multi-tracker (145 Points)

Sky Ray with Smart Missle System (125 Points)

I think your Heavy choices are kind of weak. You have only a single Sniper team, so you're not taking advantage of their ability to take three teams for a single Heavy slot.

You have a Skyray, with only two other Markerlights in the whole list(one of which won't be firing if you want to make use of the Stealth suits), so you can't make use of the one good thing about the 'Ray, the Turn 1-2 Seeker Barrage followed by 4-5 turns of being ignored as nothing more than a heavily armored Markerlight platform.

Also, your Broadsides are illegally equipped. They each MUST take a support system. As it is now, only one has a support system. I suggest that you give them both Targeting Arrays, and make one suit a Team Leader, and give him Shield Drones, to take advantage of the Broadsides 2+ save and help save them from Lascannon insta-kill. Bond them as well, since this unit will be pretty expensive.


Barnabas Choiseul
Fast Attack
1 Piranha with Fusion Blaster (65 Points)

Not too bad. Helps make up for the lack of mobility and tank killing power in this list.


Barnabas Choiseul
1 Strain Leader (102 Points)
5 Stingwings

Vespid are completely useless. Drop these guys.


Barnabas Choiseul
Elites
Crisis Team: Shas'ui with Fusion Blaster; Flamer and Sheild Generator
Shas'ui with Fusion Blaster; Flamer and Multi-tracker
Shas'ui with Fusion Blaster; Flamer and Target Lock (153 Points)

I can tell you're absolutely in love with the short ranged weapons, but to get to the fight you're using Deep Strike and losing out on the Crisis' key ability, the ability to Jump-Shoot-Jump and stay completely out of LOS of the enemy. I recommend breaking this up into two units, a two man team with either Missile Pods and Plasma Rifles, or Twin-linked Missile Pods and a Targeting Array. The other a one-man Deep-striking suicide suit with a Twin-linked Fusion Blaster and a Shield Generator, maybe Shield Drones if you have the points.

don't like suicide suits, but it seems like you want to use one. Just remember Deep Strike is dangerous, more so if you can't get a Pathfinder Devilfish with LOS to where you want to go; make Deep Striking units cheap, or better yet, forget about Deep Strike and take some long range weapons so you can be on the table and hitting the enemy from turn one.


Barnabas Choiseul
Stealth Team: Shas'vre with Burst Cannon, Bonding Knife;
Drone Controller, Marker Drone and Hard-wired Target Lock
2x Shas'ui with Burst Cannons (140 Points)

Lose the Markerdrone. It has a heavy weapon and will tie this unit down so they can't jump around. Target Lock really isn't necessary as they all have Burst Cannon. I'd max this unit out ASAP. 6 Stealth Suits are second only to 12 Rifle-toting Fire Warriors at close range in the dakka they put out. This means they're prime Markerlight recipients.


Barnabas Choiseul
HQ
Shas'o Commander with Cyclic Ion Blaster, Fusion Blaster, Positional Relay, Hard-wired Multi-tracker and Hard-wired Target Lock (127 Points)

Positional Relay will help you get that one unit of Deep Striking Crisis in on time, put I really feel that Deep Strike is too dangerous a mechanic to use a three-man unit on. Target Lock really doesn't make any sense, because unless you join the commander to another unit, there's no one for him to split his fire from.

Again, here, your love affair with the Fusion Blaster rears it's head. It's a nice gun, but the best gun you can have for a Crisis Suit is the Missile Pod. Longest range of any Crisis weapon, only 1 point of strength loss from the Fusion Blaster, and double the shots. Yes, the AP isn't Marine-killing, but I find that hitting the enemy at arms length and keeping them there is more advantageous than closing in, killing one, and then getting charged.

I don't think the Cyclic Ion Blaster is worth it to be honest. Yeah, you get the occasional AP 1 effect, and 5 shots, but it's still only S3. It's an infantry killer, and our pulse weapons already do great at most infantry killing and you have plenty of pulse fire in this list. Your commander should be backing up the Crisis suits to take out heavy infantry, light vehicles, and Monstrous Creatures. I suggest Plasma, Missle, Shield Gen, HW Multi, Stims. That's what I use for my commander and he's a good generalist. Able to engage light vehicles and high T creatures, able to put out a fair amount of dakka, and able to pen power armor with the plasma.

Barnabas Choiseul

How's this for a starting Tau 1,500 pt. army?

Well, I suppose the list functions. The Troops have some Synergy as the Fire Warriors can both move. You've got one Deep-striking unit that you can bring in more or less when you need with the Relay, and you have a few Markerlights to help the Skyray out.

However, I think this list is fairly clunky and not competitive in the least. It could be a lot better. The Crisis suits are largely wasting their potential by taking short range weapons, putting the whole unit at risk just by Deep Striking, and are very likely to get one or no shots off, and then get charged, nullifying them. You have Krootox and Vespid, arguably the two worst units in the codex. You have some nonsensical upgrade choices, and your Heavy Support, the backbone of the Tau army, is rather lacking. You've got some good bits of synergy going, but you haven't learned to take advantage of the best abilities of various Tau units.
PostPosted: Sun Oct 14, 2007 12:42 pm


Hate double posting, but I don't want this to get lost under the list review.

Valandil517
I think Etherals are pretty cool and can be good if used right in a game.


Hate to double post. It's not a question of them sucking or not 'being cool.' It's that for their price, there are much better things you could include that don't have a giant 'Price of Failure' risk on a fairly weak unit. Frankly, I think they're just good enough now that I could field one... if I wasn't required to bring a Crisis Commander. I just can't justify bringing the second HQ in most of my games, much less one that is going to get hosed if I don't being a Honor Guard

Oryn


King Kento

PostPosted: Sun Oct 14, 2007 4:04 pm


Redtuskk
Lt. Brookman
Some people field them for fluff purposes. Or is this unheard of by you lot?
Yes, its unheard of. I for one actually like winning battles.

I can see people doing that though.


Then its not unheard of by you is it, 'tard.


Valandil517
I think Etherals are pretty cool and can be good if used right in a game.


Perhaps specify what "using them right" is, that would ensure you dont suffer the dowsides, or that makes up for their cost. Thatd be much more constructive than a one word statement that applies to almost everything in the game.
PostPosted: Sun Oct 14, 2007 4:39 pm


King Kento
Redtuskk
Lt. Brookman
Some people field them for fluff purposes. Or is this unheard of by you lot?
Yes, its unheard of. I for one actually like winning battles.

I can see people doing that though.


Then its not unheard of by you is it, 'tard.


Valandil517
I think Etherals are pretty cool and can be good if used right in a game.


Perhaps specify what "using them right" is, that would ensure you dont suffer the dowsides, or that makes up for their cost. Thatd be much more constructive than a one word statement that applies to almost everything in the game.
unheard of, I have never heard of people using them. I can IMAGINE them being used. But I myself, have yet to see it.

Temporarily Sane


Delpheus

PostPosted: Mon Oct 15, 2007 6:46 am


Can a XV25 stealth suit have the failsafe detnator?

and what's the airburst fragmentation thingy for?

(I finally got the codex so I'm gonna be bugging ya'll with stupid questions so bare with me)
PostPosted: Mon Oct 15, 2007 8:29 am


if you can upgrade it to shas,vre, yes...
airburst frag launcher is basically shrapnel bomb to clear troops using cover like eldar rangers

Van Evok

Dangerous Hunter

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Delpheus

PostPosted: Mon Oct 15, 2007 9:17 am


Van Evok
if you can upgrade it to shas,vre, yes...
airburst frag launcher is basically shrapnel bomb to clear troops using cover like eldar rangers
Is it worth anything? The airburt frag launcher
PostPosted: Mon Oct 15, 2007 10:59 am


Delpheus
Van Evok
if you can upgrade it to shas,vre, yes...
airburst frag launcher is basically shrapnel bomb to clear troops using cover like eldar rangers
Is it worth anything? The airburt frag launcher



Only battlesuits can have the detonator.

No not really, cyclic ion blaster is a superior choice.

Temporarily Sane


Oryn

PostPosted: Mon Oct 15, 2007 11:35 am


Delpheus
Can a XV25 stealth suit have the failsafe detnator?

and what's the airburst fragmentation thingy for?

(I finally got the codex so I'm gonna be bugging ya'll with stupid questions so bare with me)


No, it can't. While the fluff says Shas'vre ranked warriors have access to Special Issue gear, the actual rules say that the only ones with access to it are those who have the access mentioned in their army list entries; i.e. Crisis Commanders, Crisis Bodyguards, and Crisis Shas'vre. No one else has access to the SI gear.

The AFP is a big blast that denies cover. Great for clearing Cameleoline Guard or Pathfinders/Rangers. It's also the Tau's only Barrage weapon. Pity the range is so short.


Redtuskk
Delpheus
Van Evok
if you can upgrade it to shas,vre, yes...
airburst frag launcher is basically shrapnel bomb to clear troops using cover like eldar rangers
Is it worth anything? The airburt frag launcher



Only battlesuits can have the detonator.

No not really, cyclic ion blaster is a superior choice.


Eh, I'd dispute that. Against Marines, yeah, the CIB is better, but the AFP is WAY better against Guard and Orks. Plus, the CIB really need to be mounted on a model with BS5 to get the most out of it, and I don't want my commander inside 18" of the enemy. In general, I feel that the majority of the SI stuff is useless junk. The only piece I use regularly is Stim Injectors.
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