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Desperado de Anarquia

PostPosted: Wed Dec 29, 2004 11:25 pm


It says PG 19 of Tau Codex : The incredible hand speed that a Kroot possesses due to its unique musculature makes these blades effective assault weapons and Kroot with Kroot rifles accordingly count as having an additional close combat weapon.
PostPosted: Thu Dec 30, 2004 9:28 am


What should I equipt on my Crisis suit?.

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VigilantSeaGull

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PostPosted: Thu Dec 30, 2004 11:03 am


BaneTheSlayer
What should I equipt on my Crisis suit?.

you should equip them with a multi tracker, a missile pod, and a plasma rifle. the multi tracker allows the suit to fire all the weapons in one turn.
PostPosted: Thu Dec 30, 2004 1:14 pm


Alright thanks. I just need to put my weapons on.

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darth603

PostPosted: Thu Dec 30, 2004 1:17 pm


BaneTheSlayer
What should I equipt on my Crisis suit?.
I remember seeing an article on this in a WD a while back...

Suchu posted a good generalist. Flamer, burst cannon, multi- tracker for dealing with swarm armies; TL fusion blaster, missile pod for close- up tankbusting; TL missile pod and Plasma for longer ranged tankbusting. The latter two IMO should have markerlight support if you want to swap twin- linking for a multi- tracker.
PostPosted: Thu Dec 30, 2004 1:58 pm


Quote:
Would my Kroot get 3 CC attacks sins he has a knife and two blades on his rifle?

It is stated in CA 2004, in the section covering the kroot rifle, that the rifle cannot be combined with another weapon in CC.

Baratos


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PostPosted: Sun Jan 02, 2005 9:33 pm


darth603
BaneTheSlayer
What should I equipt on my Crisis suit?.
I remember seeing an article on this in a WD a while back...

Suchu posted a good generalist. Flamer, burst cannon, multi- tracker for dealing with swarm armies; TL fusion blaster, missile pod for close- up tankbusting; TL missile pod and Plasma for longer ranged tankbusting. The latter two IMO should have markerlight support if you want to swap twin- linking for a multi- tracker.


Seriously? Very small magnets. Lets you switch out the guns as needed.

Specifically? The most versatile(and thus widely used) is the infamous "Fireknife" configuration. That's Plasma Rifle, Missile Pod, and Multi-Tracker. Named ofter the Tau'Ro'Cha team configuration that features this load on the suits(with a HWDC and Gun Drones for the Shas'vre, IIRC). The Missile Pods give it long-range firepower, as well as allowing it to kill light vehicles like Razorbacks and Sentinels. The Plasma Rifle is good against heavily-armored infantry like Necrons and Space Marines of all flavors, and with 3 shots at 24"(4 at 12"), it doesn't do too bad against horde armies, either.

For general Anti-infantry, a combination of Burst Cannon and Plasma Rifle is good. The Plasma is again, good against Power Armor, while the Burst Cannon mops up lighter infantry. Both can still add in a little suppourt against infantry not of it's preferred type. There is one problem with this configuration, though(or any config packing a burst cannon, for that matter). As you should know, the Tau army already has an assload of Strength 5(AP5) weaponry, and really doesn't need much more. On top of that, there's Stealth Suits. If you're going to blow an Elites slot on Burst Cannons, you may as well get six instead of three. 18 S5 shots is a daunting thing to face, even for Space Marines.

If you got an Elite Spot(and points) to spare, the old TL Fusion Blaster makes for a nasty Mon'at. You might want to consider tossing in a Drone Controller and/or Shield Generator to up his survivability, though. At the very least, it forces the enemy to waste more shots to take out that Melta-packing Crisis Suit you just dropped behind his tanks.

If you want pure long-range suppourt, go for the TL Missile Pods. They're extremely versatile, capable ot taking down all but the hardest targets.

Flamers are an iffy proposition. After all, if you're close enough to flame a unit, they're close enough to charge you in the next turn. Or worse yet, rapid-fire. You should never carry a flamer unless you fight a lot of Ork/Tyranids, or are about to charge into combat. And you should never carge a Crisis Suit into combat against anything tougher than a Guardsman(and you might wanna rethink that if a Power Weapon or Fist is in the squad.
PostPosted: Mon Jan 03, 2005 2:46 am


On the subject of Battlesuits, I always put the weapons on the hardware spots then hardwire things like: Multi-Tracker, Target Lock and other usefull peices. 2 of my Battlesuits are armed with Plasma rifles and missile pod with sheild generator and hardwired Multi-Tracker. My commander has the same setup but a Burst Cannon instead of a plasma rifle. He also has varoius hard wired systems like Drone Controller.

Traitor Jacknife


Baratos

PostPosted: Mon Jan 03, 2005 6:24 pm


You know, I have a link here to an article that tells you how to magnetize your crises suit 3nodding

Yeah, anyway, I myself am opposed to the flamer since it is generally a bad idea to get that close to the enemy, and its on the weaker end of the gun spectrum. Also, GW is supposed to make drone controllers useful again, but right now they just help add shots and attacks in CC--which is so-so IMO.
PostPosted: Mon Jan 03, 2005 7:41 pm


Myself am thinking about TL plasma rifles and a shield generator or something or possibly a Plasma Rifle and Missle Pod with multi-tracker. Actually is supposed be a pretty good combo.
This:
http://us.games-workshop.com/games/40k/tau/painting/battlesuits/battlesuits_armory.htm
Actually influenced my thinking of some of the combinations by quite a bit. Pretty useful to me.

Unknown Soldier


The Lady Giyan

PostPosted: Tue Jan 04, 2005 1:28 am


can you give your battlesuits 2 flamers and have them both be fired with a multi tracker? because that would be rather lethal even for space marines, considering the number of hits youd get from 6 flamers in a squad of 3...
PostPosted: Tue Jan 04, 2005 1:35 pm


Just so you guys know, the issue's of white dwarf that talk about the magnets are the december and january editions. Or at least the latest info on such any ways.

It's all about the Space Marines, giving them extreme poses and allowing you to swap weaponry as needed. Cool idea.. but a pain to actually do I think.

Besides, why bother with swapping? Just make a master list, one that can fight well against any army and stick to it. It's cheaper in all respects and keeps games interesting.

That's my oppinion on it any ways.

DarkReaper40k

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Unknown Soldier

PostPosted: Tue Jan 04, 2005 3:39 pm


The Lady Giyan
can you give your battlesuits 2 flamers and have them both be fired with a multi tracker? because that would be rather lethal even for space marines, considering the number of hits youd get from 6 flamers in a squad of 3...
i'm not too sure on that. I don't think i've heard of 2 flamers on a battlesuit before. I don't think it can be done, but I may be wrong. Anyone else know?
PostPosted: Tue Jan 04, 2005 4:05 pm


Question for you, would it be possible to have a Tau Genestealer Cullt? I don't see why it wouldn't, just thought I'd ask.

XakAiron


SAMASzero

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PostPosted: Tue Jan 04, 2005 5:11 pm


Possibly doable, but I think it would be a whole lot tougher than it is in the Imperium of Man.

Firstly, I think the Tau are far more likely to use drones to initially explore the hulk, which of course by their destruction will tip off the Tau to the presence of Genestealers.

Once the presence of the Y'he(Tyranids. ref: Fire Warrior novelization) is noticed, they'll send in the Firewarriors. A FireWarrior is far more likely to be scanned for wounds and the implantation detected than the majority of the Tyranids' Human victims. Even if they couldn't remove it, the infested warrior is likely to be held under observation for study than simply released.

And if Tau breeding/mating is as stringently controlled as Fire Warrior hints at, then that's another big hurdle.
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