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Posted: Sat Jul 17, 2010 5:47 pm
Caleidah Van Evok yes battlesuits are airtight and probably useable in space (e.g. boarding missions or airless moons) Or, in the case of one planetary invasion, can be used to go deep underwater to attempt to stop an inbound wave of sealed Land Raiders. Is that deep sea thing actually in the fluff? Because sealed from vaccuum or 1 atmosphere of pressure and sealed from water in 20+ atmos of pressure are two different things - the pressure is very different and going in different directions, for one. Van Evok I really wonder,do the railguns work underwater though? Probably not. Water has more of an effect on faster moving projectiles than slower - arrows and .22 bullets will go into water by merely slowing, .308 and .50 cal will shatter in the first foot of water. a Railgun slug in water would probably send up an impressive jet of water, but not got anywhere. Also, unless it was pure water, the charge from the rails would bleed out into the water, and the gun wouldn't fire in the firs place.
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Posted: Sun Aug 15, 2010 7:16 pm
I've got a question.i'm planning on making the tau my second army once i'm done with space marines. Any idea on what to start with?
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Posted: Sun Aug 15, 2010 10:49 pm
well, it depends much on the style you plan - mobile or static. mobile consists mainly of crisis battlesuits, fire warriors in devilfish transports and hammerheads static substitutes devilfish warriors with more foot ones and/or kroot, and replaces hammerheads with broadside battlesuits, leaving crisis battlesuits as the most mobile element.
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Posted: Mon Aug 16, 2010 12:28 am
Start with the necessities. Get a Battlesuit Commander and Fire Warriors. From there, Crisis Suits are a necessity for a good list, as are more Fire Warriors, some Devilfish, a Hammerhead, and some other things.
What kind of list do you want to run?
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Posted: Mon Aug 16, 2010 12:29 am
Oryn Caleidah Van Evok yes battlesuits are airtight and probably useable in space (e.g. boarding missions or airless moons) Or, in the case of one planetary invasion, can be used to go deep underwater to attempt to stop an inbound wave of sealed Land Raiders. Is that deep sea thing actually in the fluff? Because sealed from vaccuum or 1 atmosphere of pressure and sealed from water in 20+ atmos of pressure are two different things - the pressure is very different and going in different directions, for one. I know how the pressures work and such. I think that the fluff is in the Space Wolves Codex. That was what I originally heard it as being from, anyway. As far as the railguns functioning underwater, the projectiles would not have the problems that bullets do because they are starting underwater. One of the biggest issues with bullets is the transition from air to water. Also, this is not from a gas based propulsion system. The force behind the bullet when it hits the water makes it split. With the railgun rounds being surrounded by water before the firing, they wouldn't suffer the same stresses. Given that railguns function by magnetic accelleration (and I think that's how Tau ones function as well) there would not be a bleed of energy so long as the actual power system was contained. The erstwhile power loss would be low if not negligible in an enclosed system.
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Posted: Mon Aug 16, 2010 3:01 am
Don't forget Kroot, every Tau army needs Kroot. rofl
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Posted: Mon Aug 16, 2010 5:59 am
Well you don't really need kroot you can just use them as the extra troop choice.
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Posted: Mon Aug 16, 2010 6:03 am
Scarlet Obsidian Rose Van Evok anyone fielding ethereal in the face of callidus assassins, indirect fire weapons, outflanking units, deepstriking units (especially vanguard vets) is asking for trouble... Agreed, i was at my local GW and there was a IG against Tau battle going on. Lets just say that a Manticore caused a right mess when fired on an Etheral and his honour guard Nah just to make it more fun use a death strike missile it makes a bigger boom.
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Posted: Mon Aug 16, 2010 2:56 pm
the army list i would like to run is that it would have some units for a stealth attack but also should have enough strength and power to withstand and attack in a frontal assault way or anything similar to it and have an equal balance of troops and vehicles
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Posted: Tue Aug 17, 2010 9:44 am
darkdude295 but also should have enough strength and power to withstand and attack in a frontal assault if thats the case, take a LOT of kroot. as fire warriors not only die quick in the assault phase, they do sweet f**k all to the enemy too, whereas the kroot die quick but kill the crap outta stuff as well (plus i recall kroot having like 3 attacks each on the charge, but that was back when i used to play against them in 4th edition, so i may be wrong...)
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Posted: Tue Aug 17, 2010 9:58 am
A group of ten Firewarriors beat my Eversor assassin down in combat...
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Posted: Tue Aug 17, 2010 10:12 am
fire - link darkdude295 but also should have enough strength and power to withstand and attack in a frontal assault if thats the case, take a LOT of kroot. as fire warriors not only die quick in the assault phase, they do sweet f**k all to the enemy too, whereas the kroot die quick but kill the crap outta stuff as well (plus i recall kroot having like 3 attacks each on the charge, but that was back when i used to play against them in 4th edition, so i may be wrong...) Nah, that's still right. The biggest advantage that I see from using Kroot is Kroot Hounds. They hit like marines but faster. Kroot are not proper for true head-on strikes against anything except for Guard or Eldar unless you have metric ******** of them. I tend to use them as screening units and outflank harassment. Keep them near high-value units and start booking it forward when the enemy makes it look like they're going to assault. I tend to play a high-mobile "slam" force. Suits will always be your friends when kitted properly. I love Missile Pod/Plasma Rifle Crisis Suits because they can generate enough shots with enough power that they are a threat to Marine Equivalent and mid-size mobs. Hammerheads are good, but are a one trick pony unless you take Multi-Trackers and Target Lock. That lets them cruise around and fire multiple weapons systems or have the ability to get out of dodge while still firing their weapons. Oryn, where are you? You're our resident good Tau player.
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Posted: Sun Sep 12, 2010 12:52 pm
My recomendation would be to take 2-3 squads of fire warriors, as it sounds like you'll be playing a mostly static army.
Take 1 devilfish and 2 teams of two broadsides each. give the team leader of each team the hard wired upgrade that allows him to fire seperatly from the others in his squad.
Get a small squad or two of 5 pathfinders each to spot for your broadsides.
Take a crisis suit team with mid ranged anti marine weapns (missle pod, plasma rifle) and a stealth team to support them. these guys will watch your flank. Make sure that your other flank is covered by terrain or a board edge. If you're crafty enough, you might even use the unprotected flank as a lure.
If that's not your thing, then cover it with a hammerhead and your commander.
The flank guarding elements also have the mobility to out-flank the enemy if they try to rush your center, and your center has the range to target the enemy if they try to rush your flanks, plus the flank's mobility would allow one to quickly respond and move in to help should the other come under attack.
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Posted: Sun Sep 19, 2010 10:25 pm
Wow, I guess I play completely different! I currently have two squads of Warriors, one APC for one whole squad for now, a second being saved up for, working on getting the next 9 Crisis suits to max out my limit of 12, one I already have is the Crisis Commander, so HQ is fully covered. I'm also going to get two Broadsides to be singular in their own squads for artillery. For strikers, I'm getting some Parana's, probably two full squads of five, maybe a main battle tank later on. I also pin all of my weapons, so load-outs change according to what the next skirmish is going to be.
Sorry if there's anything you didn't quite get in that, I'm in the Army and tend to speak as such. sweatdrop
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Asmusei -Faceless Hunter-
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Posted: Sun Sep 19, 2010 11:11 pm
Asmusei -Faceless Hunter- Wow, I guess I play completely different! I currently have two squads of Warriors, one APC for one whole squad for now, a second being saved up for, working on getting the next 9 Crisis suits to max out my limit of 12, one I already have is the Crisis Commander, so HQ is fully covered. I'm also going to get two Broadsides to be singular in their own squads for artillery. For strikers, I'm getting some Parana's, probably two full squads of five, maybe a main battle tank later on. I also pin all of my weapons, so load-outs change according to what the next skirmish is going to be. Sorry if there's anything you didn't quite get in that, I'm in the Army and tend to speak as such. sweatdrop Good list. You'll have a very mobile force that most people won't know how to deal with. In my experience, most people play their army in a static, gunline fasion. You should have no problem once you've mastered it.
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