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Asmusei -Faceless Hunter-

PostPosted: Mon Sep 20, 2010 9:21 pm


Elim Rawne
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.
Definitely. As long as I keep my Crisis Suits in cover and use the Assault phase to jump back the same 9 inches they can move, I should have next to no problems.
PostPosted: Tue Sep 21, 2010 1:58 am


Asmusei -Faceless Hunter-
Elim Rawne
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.
Definitely. As long as I keep my Crisis Suits in cover and use the Assault phase to jump back the same 9 inches they can move, I should have next to no problems.


Yeah but be aware not to repeat it because they tend to get closer, like I did when I first played Tau.

x-InsigNia-x


Asmusei -Faceless Hunter-

PostPosted: Tue Sep 21, 2010 11:04 am


x-InsigNia-x
Asmusei -Faceless Hunter-
Elim Rawne
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.
Definitely. As long as I keep my Crisis Suits in cover and use the Assault phase to jump back the same 9 inches they can move, I should have next to no problems.


Yeah but be aware not to repeat it because they tend to get closer, like I did when I first played Tau.
Right; that's why both my HQ choices are probably going to be two Crisis leaders with escorts each, one will have twin-linked Missiles with the Command Node, the other with Fusion Blasters and Drone Controller so I can hunt and pull back to a harder, more defended squad with Missiles to knock back any and all armor. I can also have a squad with twin Flamers and/or Plasma Rifles. Everything's Pined, so I can easily change from Eldar and the 'Nids.
Any other suggestions? I haven't played much at all and need the voice of experience. sweatdrop
PostPosted: Tue Sep 21, 2010 11:31 am


Command node is useless now the target priority is gone...
my standard loadout for the crisis suits would be fireknife: missile pod, plasma rifle, multitracker
long range,good str, good rate of fire, some good ap
burst canons are redundant given plethora of basic s5 weapons, and flamers/fusion blasters are simply too shortranged. getting within 9 or 12 inches of enemy is too dangerous given transports, jump packs, bikes and foot-fleeting units.

Van Evok

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Caleidah

Eloquent Lunatic

PostPosted: Tue Sep 21, 2010 12:05 pm


And that's where I'll disagree with you, Van. Without Fusion Blasters on Crisis suits, Tau have little/no mobile anti-tank. Even just one Fusion Blaster per team is more than enough, but there is always the possibility of them being in the right place to scoop rear armor on a tank at maximum range and then assault jump backward to keep them out of assault range.

My standard kit is Missile Pod/Plasma Rifle as well, and I'm a fan of Multi-Trackers. My teams tend to play the Wound Allocation game, though, so one might be MP/PR, one will be PR/FB and then the Team Leader has a hardwired Multitracker and usually a TL Missile Pod and Plasma Rifle.
PostPosted: Tue Sep 21, 2010 2:20 pm


Missile pods and plasma rifles are good enough to hunt chimeras or rhinos, and even engage predators with chance of success. 2 shots with s7 or 6 are better than 1 s8. Railguns are the way to deal with AV14. Getting within 6 inches to use the melta ability of fusion blaster is suicidal completely.
One exception I can see is a "For the Tau'va!" Monat (single suit) armed with tl fusion blaster, and equipped with targetting array to make sure that it hits. He's an heavy tank hunter, and is destined to deep strike, blow up Land Raider or Leman Russ, and die. But in a kill points game its a waste...

Van Evok

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Asmusei -Faceless Hunter-

PostPosted: Tue Sep 21, 2010 7:59 pm


Well, from the videos of Tau Tactica that I've seen and leaning so heavily on the Crisis suit as I am, I'm thinking of straight-up twin linked Missiles because I can re-roll all the time. Sure, the Plasma rifle is a great weapon, again, but the Missiles are fairly the only weapon they compliment, so I might stick a second squad with Missile/Plasma combo to bounce around them as a second line, the forward consisting of a squad with duel Flamers or duel Plasmas, the second with whatever happens to compliment that squad for the current scenario.

Sorry Caleidah, but a "Jack of all trades is a master of none".
PostPosted: Tue Sep 21, 2010 9:14 pm


Asmusei -Faceless Hunter-

Sorry Caleidah, but a "Jack of all trades is a master of none".

All depends on how you use it. Note how all three have Plasma Rifles? It allows you to move over/around cover and engage at least decently before you close. Plasma Rifle / Fusion Blaster works as a good combo if you have a wall to hop over or terrain to move around in, because at that 12" zone, you're going to shred anything less than Terminator Equivalent and have the ability to take out most tanks on rear armor. I'm not a fan -at all- of gunlines which makes playing Tau a little harder for me, but helps make my suits mobile and dangerous. Putting them anywhere that they are likely to get pulled into a hard engagement is an absolutely stupid thing to do. Hit and hop, never stay in LoS, abuse everything and beat it to death.

Anyway, having Jack of All units is handy in all situations when you don't variate too far. Again, two of three are MP/PR. The Fusion Gun might not be handy immediately, but I have never had a game where it has not saved my a**.

-=Edited

Caleidah

Eloquent Lunatic


Asmusei -Faceless Hunter-

PostPosted: Wed Sep 22, 2010 10:06 pm


Caleidah
Asmusei -Faceless Hunter-

Sorry Caleidah, but a "Jack of all trades is a master of none".

All depends on how you use it. Note how all three have Plasma Rifles? It allows you to move over/around cover and engage at least decently before you close. Plasma Rifle / Fusion Blaster works as a good combo if you have a wall to hop over or terrain to move around in, because at that 12" zone, you're going to shred anything less than Terminator Equivalent and have the ability to take out most tanks on rear armor. I'm not a fan -at all- of gunlines which makes playing Tau a little harder for me, but helps make my suits mobile and dangerous. Putting them anywhere that they are likely to get pulled into a hard engagement is an absolutely stupid thing to do. Hit and hop, never stay in LoS, abuse everything and beat it to death.

Anyway, having Jack of All units is handy in all situations when you don't variate too far. Again, two of three are MP/PR. The Fusion Gun might not be handy immediately, but I have never had a game where it has not saved my a**.

-=Edited
Well, I guess that does make sense, I'm just thinking about how I'm going to have my army maxed out on Crisis Suits, so I have 12 of them to play with, both Commanders with a different Special Issue weapon, allowing me to divide them into two forces, each leaning toward anti-infantry and anti-armor, thus I can still mix and match, just have each a bit different.
PostPosted: Wed Sep 22, 2010 11:18 pm


The Special Issue weapons are...meh. Stim Injectors are the absolute gleaming golden god of the Commander Wargear. Ask DE. My Shas'O suits have given him more than a little struggle in the past because of that one little upgrade.

Caleidah

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Van Evok

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PostPosted: Wed Sep 22, 2010 11:55 pm


while the airburst frag projector has some uses aginst light infantry in cover, generally the special issue weapons arent all that good... their strength is just too low for a good impact on game
as for ths stim injector, as Caleidah said, it is just amazing for its price, just watch out for instant death weapons
PostPosted: Thu Sep 23, 2010 1:56 am


Hmm but the air fragmentaion is good because you dont need line of sight due to being a guess weapon and simulant injectors are good and is worth your while only 10 points i think.

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Caleidah

Eloquent Lunatic

PostPosted: Thu Sep 23, 2010 2:41 am


I wouldn't be surprised if, in the next codex, Special Issue equipment gets a huge kick toward "holy hell I want that equipment" territory.

Any guesses on what we get? Money says the X-9(?) suits from Forge World will serve as inspiration for some of it.
PostPosted: Thu Sep 23, 2010 6:26 am


Caleidah
I wouldn't be surprised if, in the next codex, Special Issue equipment gets a huge kick toward "holy hell I want that equipment" territory.

Any guesses on what we get? Money says the X-9(?) suits from Forge World will serve as inspiration for some of it.

I'd like to see mass produced version of Shadowsun's suit smile

Van Evok

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Lady Blodwynn

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PostPosted: Thu Sep 23, 2010 12:17 pm


Plastic battlesuits with more poses and options are on the list. There's also talk of an expanded Kroot boxed set that includes a Shaper and Kroot Hounds.
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