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Caleidah

Eloquent Lunatic

PostPosted: Sun May 10, 2009 6:40 pm



Alright, I've got a little bit of a question.

Right now, given that I've only been fighting Eldar, I'm running a Shas'O with Cyclic Ion Blaster, Missile Pod, Hardwired Multi Trackers and Target Lock, Shield Generator, and Stimulant Injector. Any suggestions on a better kit for him? To make him a bit more survivable, I think I'm going to add Irridium Armor and a Shield Drone, but I'm not really sure.

I'm still in my first week of playing Tau and could really use some help.
PostPosted: Sun May 10, 2009 8:08 pm


my take on Tau commander is:
shas'el
missile pod
plasma rifle
targetting array
hw multitracker
hw blacksun filter



accurate firepower at a reasonable price, and save points for more fire warriors
with tau perhaps more than any other army basic grunts are more valuable than upgrades for heroes - firepower is vastly better on squad than on hero.

only if I'd have points to spare I'd consider hw stim injector, shas'o upgrade and shield generator (in that order... shas'o makes room for shield generator by discarding targetting array)

Van Evok

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Caleidah

Eloquent Lunatic

PostPosted: Sun May 10, 2009 9:42 pm



The Stim Injector has proven far too useful thus far for me to ever want to cut it.

That said, I'm going to drop the Multi Tracker (or is it Target Lock?) because I just haven't had any need to shoot at multiple targets thus far. The Shield Generator wasn't really needed either, given that I kept out of the line of power weapons and big guns (that and he didn't have any of either).
PostPosted: Sun May 10, 2009 11:37 pm



I've got my list up for review.

Caleidah

Eloquent Lunatic


Oryn

PostPosted: Mon May 11, 2009 3:33 am


Caleidah

Alright, I've got a little bit of a question.

Right now, given that I've only been fighting Eldar, I'm running a Shas'O with Cyclic Ion Blaster, Missile Pod, Hardwired Multi Trackers and Target Lock, Shield Generator, and Stimulant Injector. Any suggestions on a better kit for him? To make him a bit more survivable, I think I'm going to add Irridium Armor and a Shield Drone, but I'm not really sure.

I'm still in my first week of playing Tau and could really use some help.


I'm not a fan of the CIB. I suppose it's okay given you're playing mostly against Eldar, but I dislike the S3 on it. Target lock is an odd choice as well. Does he have a bodyguard or do you always join him to a unit? If he hasn't got a unit, then the Target Lock is a waste of points.

Iridium Armor is less than impressive in my eyes. 2+ armor is nice, but it won't save you from a lascannon, and the reduction of your assault move to d6" can be ultimately fatal when trying to escape from an assault.

Here's my suggestions. If you run him by himself, buy him Vectored Thrusters so he can hit and run. If you want him to stick around longer, join him to a unit or give him a unit of bodyguards, and give him a Plasma Rifle instead of the CIB, since that gives him 6 more inches of range, the same AP vs. infantry, and better strength to punch Eldar vehicles with, plus the ability to hurt a Wraithlord.
PostPosted: Mon May 11, 2009 7:21 am


Thanks a ton, Oryn. As I said, I'm still really getting to learn the ropes of these guys.

From my last battle, the Pathfinders really didn't do squat of any kind. Their Markerlights failed to hit anything, and...yeah.

If my Broadside's Submunition hadn't deviated a full nine inches on its shot, I wouldn't have had really any problem keeping it alive. Some Fire Dragons were bearing down on it and the Submunition was supposed to kill the hell out of them before I moved along clean up the last of his troops choices (Capture & Control mission).

Caleidah

Eloquent Lunatic


Babbalui

PostPosted: Mon May 11, 2009 10:03 am


Caleidah... Broadsides don't have submunition...
They can only fire solid rounds. :-/

As for markerlights, they don't always hit. It's your rolls that determine if they hit or not, so you just had a bad day with those. I LOVE pathfinders. They make my life SO much easier.
But yeah, broadsides don't have submunitions, unless something changed and I wasn't told about this. -_-

As for the commander, I never let him out of his body-guard. He always has two with him. They provide more firepower and they can take hits for him when they get shot at. He can't hit and run, but they pack a punch.

To be honest, I never used SI. Never thought it was useful. Guess I didn't know the rules so well on that item.

Mine has Command and control node, since he has the highest leadership and all surrounding units can benefit from it when leadership is made.

He's outfitted with hw multitracker, failsafe detonator, plasma rifle, CIB, and Hw blacksun filter. I believe targetting array is external, otherwise I'd be using that as well.

I'd say keep the CIB. He has the highest BS and puts all 5 shots to their best use. Yeah, they're weak, but guess what? They have more potential if you get good rolls. I hit with all 5 on an avatar and wounded with like 3. He had two wounds left and failed all the rolls.
The weakest gun in the tau army took out an avatar. One of the original wounds was from that same gun, btw.

It's not the gun, it's rolls. Make them good and that gun is your best friend.
PostPosted: Mon May 11, 2009 11:57 am


wasn't C&C node made obsolete by deletion of tasrget prority checks in 5th ed?
CIB is effectively rending now (6 to wound = ap1), which ain't bad.
Still classic fireknife cuts best for me. no pun intended razz

Van Evok

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Oryn

PostPosted: Mon May 11, 2009 1:09 pm


Babbalui
As for markerlights, they don't always hit. It's your rolls that determine if they hit or not, so you just had a bad day with those. I LOVE pathfinders. They make my life SO much easier.
But yeah, broadsides don't have submunitions, unless something changed and I wasn't told about this. -_-


I personally hate Pathfinders. They have never fit well into my army, and I can't justify their extravagant cost. If they could be fielded without their Devilfish, I'd consider them. And yes, Broadsides don't fire Submunitions.

Quote:
Mine has Command and control node, since he has the highest leadership and all surrounding units can benefit from it when leadership is made.

The C&C node only applies to Target Priority checks, which as of 5th ed, no longer exist.


Quote:
I'd say keep the CIB. He has the highest BS and puts all 5 shots to their best use. Yeah, they're weak, but guess what? They have more potential if you get good rolls. I hit with all 5 on an avatar and wounded with like 3. He had two wounds left and failed all the rolls.
The weakest gun in the tau army took out an avatar. One of the original wounds was from that same gun, btw.

It's not the gun, it's rolls. Make them good and that gun is your best friend.


That's like saying that because you saw grots kill Terminators once, that thy must be an awesome anti-terminator unit, since all you have to do is roll good! Dice rolling is out of your control, barring cheating on your part.

Van Evok
CIB is effectively rending now (6 to wound = ap1), which ain't bad.

Except for you know, the ability to wound T7+ or the ability to hurt any AV at all.
PostPosted: Mon May 11, 2009 4:16 pm


Caleidah meant Hammerhead, not Broadside.

He also called it a Piranha mid-game, confused the hell out of me. xd

DarkElf27
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Babbalui

PostPosted: Mon May 11, 2009 4:39 pm


DarkElf27
Caleidah meant Hammerhead, not Broadside.

He also called it a Piranha mid-game, confused the hell out of me. xd

Oh, you played him?
Gotcha. Hammerhead makes a lot more sense.

As for the C&C node, I swear it was for leadership rolls of any type! I'm losing my mind over here. I wouldn't bother with this if I just had my codex! crying
Stupid college... One week left....

Also, in terms of the CIB, I've done heavy damage with it before, believe it or not. Beauty is in the eye of the beholder, much like strength comes from those who trust in their's.
Now, I know neither of those may apply to you or in this sense completely, but it's still useful if you can get good enough rolls.
So, in conclusion, if you have a Baneblade with enough weaponry to take down a titan and a half and then roll all ones (Which has happened to me and also to an employee at my GW and I'm sure to some of us), then it must be an overly-expensive heap of scrap metal.
The same theory applies in an opposite sense as well. Assuming you get good rolls, then it's worth while for only five less than a plasma, especially if that rending rule or whatever applies. I've never heard of that, so could someone kindly explain why that changed and where it was changed?
PostPosted: Mon May 11, 2009 5:22 pm


Babbalui
As for the C&C node, I swear it was for leadership rolls of any type! I'm losing my mind over here. I wouldn't bother with this if I just had my codex! crying
Stupid college... One week left....

Target Priority only. Shadowsun's the one with the Ld 10 bubble.

Babbalui
Also, in terms of the CIB, I've done heavy damage with it before, believe it or not. Beauty is in the eye of the beholder, much like strength comes from those who trust in their's.
Now, I know neither of those may apply to you or in this sense completely, but it's still useful if you can get good enough rolls.
So, in conclusion, if you have a Baneblade with enough weaponry to take down a titan and a half and then roll all ones (Which has happened to me and also to an employee at my GW and I'm sure to some of us), then it must be an overly-expensive heap of scrap metal.
The same theory applies in an opposite sense as well. Assuming you get good rolls, then it's worth while for only five less than a plasma, especially if that rending rule or whatever applies. I've never heard of that, so could someone kindly explain why that changed and where it was changed?


Let me put it this way; as an all-round weapon, I find it lacking. You have to rely on good rolls to wound, and rely heavily, what with all the T4 and T5 units out there. I'm not saying the gun is crap; but that it's heavily situational. If you are fighting Guard, Eldar, or other Tau, it does pretty good. Once you start running into Marines, Bikes, Nobs, Plague Marines, Necrons, Carnifi, Wraithlords, C'tan and any vehicle whatsoever.... the usefulness drops off. It's purely reliant upon a 50% or usually 33% chance to wound, and often it needs 6's or can't wound at all. Now you can still take it for that outside chance at five hits and then five 6's on the wound, but the odds on that roll are 1:7776. Long odds.

Van Evok mentioned Rending because Rending weapons operate similarly to the CIB in that they ignore armor on a roll of a 6 to wound. Difference being in Rending weapons, the shot becomes AP2, and also has the additional effects of autowounding and getting an additional d3 to armor penetration. Useful effects that the CIB doesn't have.

Oryn


Caleidah

Eloquent Lunatic

PostPosted: Mon May 11, 2009 9:04 pm



Alright, so I'm looking it over to construct a 1.5k list. So here's what I'm thinking on Shas'O kit.

Shas'O
Plasma Rifle, TL Missile Pod, Multi-Tracker, Stimulant Injector, Shield Drone.

2x Crisis Bodyguard. Both with Multi-Trackers and Shield Drones, one with Burst Cannon and TL Missile Pod, other with Fusion Blaster and TL Missile Pod
PostPosted: Mon May 11, 2009 10:08 pm


t-linking on bs 5 model is overkill...

Van Evok

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Caleidah

Eloquent Lunatic

PostPosted: Mon May 11, 2009 10:56 pm


Van Evok
t-linking on bs 5 model is overkill...


It's called "Making sure they're dead."

That said, I had a hell of a lot of fun building up my new list. I really like the look and it should provide a lot of fun.

Sadly, I shan't be putting it up. At least not yet. DE might be spying.
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