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Posted: Fri Dec 28, 2012 8:27 pm
the codex has not had an update in six years, so we have no choice but to rely on it for our army development needs. I sadly am having my tau sit out additional battles till they get a new codex; I have been getting my a** handed to me since 5th edition.
that and from a story standpoint, the Shas'o of my cadre got killed protecting the rest of the cadre from a nightbringer; before the necros got their new codex. Poor guy, he was denied his shield systems and took a hit meant for the other XV teams.
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Posted: Sat Dec 29, 2012 6:55 am
Tau work incredibly well alone or with allies in 6th. They're essentially a whole different army. I've won quite a few games and the rest I've lost were some of the bloodiest nastiest battles that no one would really call a victory in real life.
I'm talkin 2 units at 25% strength left on both sides kinda thing.
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Posted: Wed Feb 20, 2013 7:23 pm
Caleidah Playing a combo of Tau and Marines? As per the Battlesuits: I like taking a TL weapon on each of them. I haven't played new rulebook yet, but having the heightened reliability of landing the weapon of your choice was always the clincher. Blobs of Fire Warriors are always decent. I'd honestly drop one and possibly the Tetras for more Battlesuits. Personal taste, but I always feel like I get more use out of them. Tau and Eldar are also blood brothers.....giving you all the boosts a Farseer can give. Including an Overwatch that doesn't rely on snapshots.
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Posted: Sat Apr 27, 2013 6:06 am
So I've seen the pictures of the Riptide battlesuit. Is it as scary as it looks?
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Posted: Sat Apr 27, 2013 7:56 am
can be, especially when its set up right.
I got a riptide recently and used it in battle against the Tyranids; I got my a** horribly destroyed in battle, only the Riptide adn 6 fire warriors were left when the battle was concluded. The Riptide I was using was equipped with the Ion Accelerator which I often overcharged and fired blobs of ion energy into the enemy ranks, twin linked seeker missiles that made quick work of any small fries trying to hide in cover, and I outfitted it with stimulant injectors. The Nova Reactor malfunctioned once in battle, but the feel no pain rule denied my pilot any injuries from that. Sadly, though, I only used the Nova charges to dual fire my smart missiles; I didn't get a chance or see a need to nova charge the ion accelerator, boost its thrusters to a 4d6 jump, or use the 3+ invul save. You can only get one nova charge per turn assuming you don't wound yourself in the attempt, and can only use that charge for one of the four methods I've mentioned. When it was all said and done, the Riptide took no damage; whether it was from itself or from the loads of shots that were fired upon it by the small fries. I'll have a better gauge of how good it is next time I fight with it
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Posted: Sat Apr 27, 2013 11:11 am
Pilan The Nova Reactor malfunctioned once in battle, but the feel no pain rule denied my pilot any injuries from that. I thought that you had to take a wound regardless, no saves allowed?
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Posted: Sat Apr 27, 2013 12:05 pm
Vikki Keeler Pilan The Nova Reactor malfunctioned once in battle, but the feel no pain rule denied my pilot any injuries from that. I thought that you had to take a wound regardless, no saves allowed? Feel no pain does not count as a saving throw, activating automatically whenever an unsaved wound is caused. The reactor malfunction causes a wound that denies you the use of any kind of saving throw. I'll quote from both books. Nova Reactor: You must declare if the pilot is going to attempt to use the reactor at the start of each of his movement phases. if he chooses to do so, roll a D6. On the roll of a 1 or 2, something has gone wrong- the Riptide Shas'vre suffers a single Wound with no saves of any kind allowed and the attempt fails. Feel No Pain: When a model with this special rule suffers an unsaved wound, it can make a special Feel No Pain roll to avoid being wounded (this is not a saving throw). Roll a D6 each time an unsaved wound is suffered. on a 4 or less, you must take the wound as normal. On a 5+, the unsaved wound is discounted- treat it as having been saved. Note that Feel No Pain rolls cannot be made against unsaved wounds that inflict Instant Death. I was told about this by one of the other players in the game shop I fight at on wednesdays; if you guys believe he is wrong, let me know and I can have a discussion with him about it next wednesday
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Posted: Sat Apr 27, 2013 12:50 pm
Pilan I was told about this by one of the other players in the game shop I fight at on wednesdays; if you guys believe he is wrong, let me know and I can have a discussion with him about it next wednesday Oh no, I'm not trying to be a lawyer or smartarse, I was just curious about it, thats all! sweatdrop
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Posted: Tue Oct 08, 2013 5:23 pm
Hi. I'm currently an Imperial Guard player. And I was thinking of starting up a Tau army. I was wondering what advice I could get about units and such.
I'm interested in the Kroot and Brootox or however it's spelled. And the sniper drones, pathfinders, ethereal.. Uhm.. Vespid stingwings
A sunshark bomber.. Broadside and Hammerhead.
Any advice on variations of this would be helpful. Etc.
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Posted: Wed Oct 09, 2013 12:27 am
Frenzy of Death Any advice on variations of this would be helpful. Etc. Sounds like you need a codex first and foremost. wink
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Posted: Tue Oct 29, 2013 10:09 pm
Your dancing Space Marine + California Love. xD
Anyway. I got a codex as previously instructed and I've made a little list I was hoping I could get some input on. Viability in your eyes and things to improve it down the road. It only comes out to about 720 pts.
HQ - Ethereal
Elites - Crisis Battlesuit Team
Troops - Kroot Carnivores/ hounds and a Krootox Rider
Fast Attack - Vespid Stingwins x5. Pathfinder team +2
Heavy Support - Broadside, Hammerhead Gunship and Sniper Drone Team
Much love, Frenzy
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Posted: Wed Oct 30, 2013 12:28 am
You'll need at least one more troops choice for it to be a legal army list.
Also, it might help to state how many models are in each choice and what types of upgrades you have purchased for them, because right now it is a tad hard to figure out who has what and how effective the unit actually is.
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Posted: Wed Oct 30, 2013 5:06 pm
Touche, Lady.
Alright.. In depth.. Hm..
HQ Ethereal with a Marker Light Drone and Shield Drone. I was thinking take him for the buffs and try to move him into opportune cover just behind my front lines and move him as they move.
Elites Crisis Battlesuit Team - A full one with Early Warning Systems, Fusion Blaster and Burst Cannon. Upgrade one to a Shas'vre annnd 3 shield drones and 3 gun drones. I was hoping to use them hit and run - guerilla warfare style stuff. Create chaos behind enemy lines to keep them from pushing my thin front lines back.
Troops Kroot were my go-to. Tryin' to mix it up a little. So.. Carnivore Squad hidden in a forest ( or other cover ) with sniper rounds picking at the enemy and Kroot Hounds - at the very least a screen for snipers. And of course a Krootox Rider ( one for now ), to help beef up the unit. Fire Warrior Team - Full 12 man. Upgrade one to Shas'ui. 2 Gun Drones. EMP Grenades. ( And I'm thinking of getting a Devilfish.
Fast Attack Vespid Stingwings ( 5 for now ) with a Strain Leader. These guys I'm thinking could supplement the Crisis Team. Adding some shots at the very least and drawing enemy fire. Pathfinder Team with a Recon Drone.
Heavy Support Broadside with Early Warning Override, and a shield/ missile drone. With the Broadside I was thinking of having it support the Hammerhead in the rear and offer a place to fall back if things get out of hand. Hammerhead Gunship with sensor spines, disruption pod and decoy launcher. ( I may be wrong on the amount of vehicle battle systems, so just fill me in ). With the Hammerhead I was thinking it could lurk behind my lines and offer some punch where it's needed. Sniper Drone Team - For further pestering.
Anyway. Don't be too rough with me. xD
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Posted: Thu Oct 31, 2013 12:54 am
Right now your army is at 996 points, not including the Kroot, which I cannot calculate because I don't know the exact numbers of that unit.
Some suggestions and questions: - Give the Ethereal another shield drone instead of a marker light drone and attach him to the Fire Warrior squad. - Give your Crisis suits plasma rifles instead of burst cannons, maybe two, so you can pump out more high damage shots per turn instead of taking two vastly different weapon systems. - Early Warning on your Crisis Suits seems a bit redundant when you already have a Broadside on ack-ack duties. - I would also suggest more shield drones for your Crisis Suits, these are by far more useful to the team than a few extra BS2 shots per turn. - Kroot are not exactly the backbone of your army, plus you're making the unit very expensive, I do not know how expensive as you didn't list how many of each model are in that squad. Also, if you want to make them snipers, then just field Kroot with sniper rounds, nothing else. The hounds can be stuck out front for casualty removal, but the squad is far better served by just being stuck in cover as is. - Fire Warriors are your backbone and this is a good squad, though if I may make two suggestions: Swap the gun drones for a shield and marker light drone and give your Shas'ui a markerlight as well. The EMP grenades are perhaps an upgrade they do not need. - How big is your unit of Pathfinders? - Give your Broadside another shield drone instead of the missile drone, which it is going to need if you want to get the most out of it and its twin-linked rail rifle.
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Posted: Fri Nov 01, 2013 10:22 am
I like the idea with the Ethereal, and the second Shield Drone makes sense.
Matched up weapons on the Crisis Suits should have been my first thought, but it blew right over my head. And the excess of anti-air may be unnecessary for your typical game..
And more shield drones for survivability.. Does make sense for my Crisis Suits. And I forgot the drones shot at BS2. I put down early warning instead of the drone controller.
The Kroot were more of a personal flare to the army now that I think of it. And as far as numbers go on the squads without them. It's generally 12. And the Kroot I was just adding sniper rounds.
Pathfinders I think I was going with 10.
And.. I'll keep Shield Drones in mind for now. xD
It's good to know that you can't go wrong with a good ol' Hammerhead.
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