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Posted: Thu Mar 26, 2009 9:51 pm
hmmm so ive unpacked all my models and set them out on a table, space marines vs. tau my tau army (which is the one im more into using, the marines are just for.... "practice"?) seems to be having a problem killing the fast attackers ive got such a small number that i dont have full, legal squads. such as a single space marine bike, and a squad of 2 assault models. i built them (i think is the case) so well that they wont die, and they cut through my units like butter. my tau army has a few kroot, 5 or 6, but theyre only good for stalling the attackers for 1 turn before they all get wiped out or fail a morale check and run for the hills. wwhhhhaaaat, im asking, is does anyone have any useful tips to killing them before they get to me, and still be able to kill the non-fast units, such as a rhino full of death on legs, or scouts?
also, is giving the kroot the 6+ armor save worth it? it seems...pointless considering i dont know of a single weapon that has no AP
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Posted: Fri Mar 27, 2009 1:19 am
Neogoth666 hmmm so ive unpacked all my models and set them out on a table, space marines vs. tau my tau army (which is the one im more into using, the marines are just for.... "practice"?) seems to be having a problem killing the fast attackers ive got such a small number that i dont have full, legal squads. such as a single space marine bike, and a squad of 2 assault models. i built them (i think is the case) so well that they wont die, and they cut through my units like butter. my tau army has a few kroot, 5 or 6, but theyre only good for stalling the attackers for 1 turn before they all get wiped out or fail a morale check and run for the hills. wwhhhhaaaat, im asking, is does anyone have any useful tips to killing them before they get to me, and still be able to kill the non-fast units, such as a rhino full of death on legs, or scouts? also, is giving the kroot the 6+ armor save worth it? it seems...pointless considering i dont know of a single weapon that has no AP Lasguns and Autoguns/Las and Auto pistols.
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Posted: Fri Mar 27, 2009 9:48 am
Stuff the kroot into a forest to give them cover save and ability to strike first unless enemy has frag grenades. Or use their infiltration to flank them onto table and ambush some rear enemy units like devastators.
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Posted: Fri Mar 27, 2009 5:12 pm
Van Evok Stuff the kroot into a forest to give them cover save and ability to strike first unless enemy has frag grenades. Or use their infiltration to flank them onto table and ambush some rear enemy units like devastators. i suppose that makes sense, but i dont have forest on my table. and i infiltrate would be a good idea, i just noticed they had that last night before i went to bed. and as for flanking, the only units id dare fight in CC are two termies, and a "squad" of 3 sniper scouts. the rest of the units are scouts, basic marines, 2 assault units, and a captian and command squad. then of course the rhino transport, but i leave that to my broadside, works pretty well
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Posted: Sun Mar 29, 2009 9:10 pm
i just got the shooty tau fever and bought a crisis suit yesterday, because the comander box is 10 dollars more and dose not have the convertability a the regular suit box. whee
edit: also i can't wait to buy a new camera so i can show you all the paint scheme.
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Posted: Sun Mar 29, 2009 11:00 pm
lol, yeah... screw the commander i just pick the crisis suit that needs the BS5 more than the others lol and right now its Burst Cannon, Missle Pod, Shield Generator. Missle Pod is pretty good when its hitting on 2's lol. my other suit is Twinlinked Plasma Rifle and Burst Cannon. i wasnt making effective use of the Twinlinked-ness when it was commander XD didnt wanna double post... so im posting this here ive got an idea for the Kroot, just seeing if anyone would agree to it, ive also got some fluff behind this too i suppose. Ive painted up a Kroot tent and will be making more soon as my Shreddies are gone lol (cereal box works awesome) The tent is like a spawning point. I can only choose one tent. So if theres 4 tents, i choose one. During my movement phase i roll a d6. The number of kroot that come out is determined by d3-1. Shapers cant come out unless one kroot has come out first (so basically, only if i roll a 2.) When they come out they need to stay in base contact with the tent until they are numbered enough to move out (10 kroot min.) The kroot are allowed to enter a tent, and next movement phase appear outside another. Could be used to get around faster, or gain cover for a turn. If the tent they entered is destroyed they too are destroyed (they cant really go anywhere) as well as an explosion outside the entrance of all other tents, 3" in all directions, Str4 AP5 (identical to the Flamer in the SM armoury) It also hits the tent once. (basically, on a roll of a 6 it takes a glancing hit, which, cleverly can only destroy the entrance biggrin ) The tent has an armor of 10 all the way around. On the damage chart, crew shaken, and crew stunned, disallows spawning next movement phase. Immobilized or Weapon destroyed basically bust down the doorway, turning the dice roll into d2-1. Wrecked and Explodes, exactly as rules say, no more spawning. Now, the fluff related stuff. Its not frisky kroot breeding in these tents that makes an endless supply of kroot. My kroot are burrowers. Which allows them to run around an underground matrix of tunnels, coming out where the tents are covering holes. Because they are burrowers they also have a BS of 2 instead of normal 3. Cant shoot on first turn. They use the nightfight rule because they arent used to the sunlight (rolling 2d6*3 to determine if they can see far enough.) Im thinking because they are burrowers, using alot of strength, or something like sharper claws, or faster at digging than normal kroot, SOMETHING regardless... they should get 1 more toughness as well as 1. 1 more attack, 2. 1 more Str, or 3. 1 more WS. Or a combination or 2 or all of them. so, any thoughts?
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Posted: Mon Mar 30, 2009 3:27 am
well, courtesy of 6 ed rules you can have use for bs 6 on shas'o, consider it smile imagine look on the enemys face when he sees you rolling 1 on fusion blaster targetting his land raider, then proceed to re-roll it and roll a 6 smile also, "big template of cover denying" aka airburst frag launcher with bs 6 is very likely to be scourge of all cover-hugging light infantry.
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Posted: Mon Mar 30, 2009 7:50 pm
Van Evok well, courtesy of 6 ed rules you can have use for bs 6 on shas'o, consider it smile imagine look on the enemys face when he sees you rolling 1 on fusion blaster targetting his land raider, then proceed to re-roll it and roll a 6 smile also, "big template of cover denying" aka airburst frag launcher with bs 6 is very likely to be scourge of all cover-hugging light infantry. 5th Ed. And, as best as I know, they can only have BS5 unless there's a wargear upgrade to pull it off.
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Posted: Mon Mar 30, 2009 8:18 pm
Caleidah Van Evok well, courtesy of 6 ed rules you can have use for bs 6 on shas'o, consider it smile imagine look on the enemys face when he sees you rolling 1 on fusion blaster targetting his land raider, then proceed to re-roll it and roll a 6 smile also, "big template of cover denying" aka airburst frag launcher with bs 6 is very likely to be scourge of all cover-hugging light infantry. 5th Ed. And, as best as I know, they can only have BS5 unless there's a wargear upgrade to pull it off. exactly i know fora fact markerlights only allow up to BS of 5 not sure about the targetting array, i know it adds 1 BS but i dont know if it has a cap too or not
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Posted: Tue Mar 31, 2009 2:45 am
Maybe with the next Tau codex in a few years BS6 will be an option.
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Posted: Tue Mar 31, 2009 3:40 am
I meant targetting array, and I didn't see any cap there. It didn't make sense to give it to shas'o in 4th ed since he was hitting on 2+ anyway, but now he can have some use for it.
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Posted: Tue Mar 31, 2009 7:24 am
quick question on vehicle sqaud upgrades, if you take 2 piranahs and you buy disruption pods for the squad, is it 5 points for each model, or 5 for the whole squad in general?
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Posted: Tue Mar 31, 2009 7:50 am
When fielding vehicles in squadrons you pay for upgrades per vehicle unless noted otherwise.
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Posted: Tue Mar 31, 2009 7:11 pm
>.< so no thoughts on my kroot?
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Posted: Tue Mar 31, 2009 9:50 pm
Lady Blodwynn When fielding vehicles in squadrons you pay for upgrades per vehicle unless noted otherwise. thanks a bunch! now i can point out my stuff right. and by the way your signature is awesome! *_*
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