Welcome to Gaia! ::

The Official Warhammer 40,000 and Tabletop Gaming Guild

Back to Guilds

The Official Gaian Home of Tabletop Gaming 

Tags: Games Workshop, Tabletop, Warhammer, Gaming, Wargaming 

Reply 40k Discussion
The Tau Empire Goto Page: [] [<<] [<] 1 2 3 ... 26 27 28 29 30 31 ... 251 252 253 254 [>] [>>] [>>] [»|]

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

Drachyench

PostPosted: Fri Jan 21, 2005 9:56 am


The Kroot can be beaten by only 5 scouts though, so they are still easy to beat. Does anyone remember the old Creature Creator, my friend made super Kroot out of it, I told him he couldn't use the in any real games however though, they were all around S+T8, WS6, BS3 with a S% shot, W4, A4, I6, it was insane. I'd like to see what those kroot had been eating.
PostPosted: Sun Jan 23, 2005 7:38 am


Samulin
Gua'vesa are nothing more than meat to protect your more valuable troops and kroot do have a place on the battle field. first of all, they dont completely suck in close combat like the rest of the army and can be a life saver..... although...... it is against the tau stratagy to engage in such combat...... oh and i have fallen in love with stealth suits.


stealth suits...
stealthsuits + guardians = DEAD guardians

18 freakin S5 hits... the beauty...
no im not drooling

Seraphine-Exalted


Desperado de Anarquia

PostPosted: Sun Jan 23, 2005 1:58 pm


SO hard not to drool
PostPosted: Sun Jan 23, 2005 2:15 pm


Well, I was recently invited to this guild and was just about to post a thing about the Tau, and by conincidence, there already was a 28 page post about them. I only have one model, it is a Tau Stealth unit. One day I wasted almost a whole day trying to think up a cool paint scheme, but I couldnt come up with anything, so now he is just all black. I plan on collecting them later on, because I feel they are actually pretty awesome! domokun Any hints on army building for them?

ChippZanuff


Seraphine-Exalted

PostPosted: Mon Jan 24, 2005 8:36 am


Stealthsuits
well the fact that you can only have 3 6 man squads of them bites you in the a**. but when you have stealthsuits you want to keep in mind the following:

if you have big guns (hammerhead, seeker missle, broadside etc) always get a team leader with target lock and markerlight(infiltration, jet packs and stealthsuits get you pretty damn close to enemy lines) if you dont (or already have enough markerlights) always give the teamleader 2 drones (they die first, dont let the stealthsuits get hit!!!), i prefer gun drones myself because of their shooting, but when oposing armor reducing stuff, you might prefer shield drones.

for team size it really depends on their objective, i prefer nice 6 man units gunning down swarms, but if you dont have pathfinders you might prefer a 3 man squad with markerlight and target lock aswell. really depends on the rest of your army.

other parts of army

well, i recomend to use a commander as a HQ, ethereals are only usefull when you can keep them alive (which you cant when your just starting).

Commander equip: missle pods, plasma rifles and burst cannons are all time favorite weapons,, multi tracker and drone controller are nice for hardwired points. fusion blaster is great for big stuff, so it depends on what army your facing most on how you want to equip him.

normal chrisis suits are somewhat different in equipment, they have the same options but i recomend not going overboard on points with them. nice combo is plasma rifle, missle pod and multi tracker, but again this depends on enemy army. when you use them as bodyguard, you might want to have a shield generator and hardwired drone controller, for the sake of not dying.

i also recomend having a mont'ka, a one man crisis team, mostly with fusion blaster and burst cannon/plasma rifle, shield generator and hardwired drone controller. his purpose is shooting up stuff up close, by either deep striking or flanking, take risks with this one, it delays enemy aproach and gives you more time to shoot / relocate

troops: fire warriors are great, they have S5 guns either rapidfire or assault 1 and pinning, both cases extremly effective, i would say about one full unit for every 750 pts at least. upgrading them is not highly in my favor, because they can be used to further serve the greater good by a sacrifice (eg meatshield)

Kroot: wouldnt go overboard on them, theyre a bit to T3 for their own good. only take them when ure sure you get the charge against non-total-combat armies (eg eldar is nice to squish, as in imp guard) also max them out in quantity.

human auxileries: only use them to fill out points, or all time meatshields, no fancy upgrades their reason to live is to die.

fast attack: drones arnt at the top of my list, bit to easily triveled, and more expensive than firewarriors. only plus side is jet packs. wouldnt take them myself

pathfinders: gotta love them, rail rifles, marker lights, only bad side is that you need either an orca or a devilfish to deploy them. i would have one unit atleast.

kroot hounds: their okay, not exactly whoopdiedoo, but when u have kroot, 3 of them isnt half bad.

Heavy support: hammerheads and broadside both kill stuff, i would recomend maxing out your heavy suport for them.and 1 team of broadsides and 2 hammerheads for swarmy armies (submunition aswell, having a big pie template which doesnt count as ordnance is sweet) or 2 teams of broadsides and 1 hamerhead against quality stuff (dreadnoughts, wraithlords etc) but when just starting, one hammerhead is enough in 1000 pts games.

dont like the big kroot things, they make you wanna shoot things with kroot, which is bad...

strategies

the 2 tau easiest to employ strategies are:
-stand and shoot (also known as: lame, boring, n00b, f00ked etc)
-manouvre!!! tau jetpacks are great for manouvering, my army is olmost completly jetpacked, making them highly manouvreble and still doing high shooty damage.

youl have to work out strategies yourself, just pointed out 2 strong points actually. feel free to ask any questions
PostPosted: Mon Jan 24, 2005 2:39 pm


[ Message temporarily off-line ]

Winged Fox


LarryTheArcher

PostPosted: Mon Jan 24, 2005 4:29 pm


There is another thing... do you actually have all of these, and are you planning on getting all of these at once? It is a pretty hefty price to get EVERYTHING on that list, but if you already have it, then you're one rich SOB.
PostPosted: Mon Jan 24, 2005 10:57 pm


I agree...I will try and get them eventually...my friend WAS gonna buy me a Tau starting army pack, but then just ditched out on me xp

ChippZanuff


LarryTheArcher

PostPosted: Mon Jan 24, 2005 11:33 pm


STupid friends...
PostPosted: Mon Jan 24, 2005 11:56 pm


Naw, I don't blame him for not wanting to almost spend 100$ on me, although he spent about 40 on another one of my friends

ChippZanuff


LarryTheArcher

PostPosted: Tue Jan 25, 2005 12:05 am


Oh well... a hundred is a lot, but I spent almost 50 $ dollars on my friends last birthday.
PostPosted: Tue Jan 25, 2005 7:28 am


[ Message temporarily off-line ]

Seraphine-Exalted


Seraphine-Exalted

PostPosted: Tue Jan 25, 2005 7:35 am


this is my army for an upcomming game against nids...swarmy nids...
its 40k in 40 minutes and thats basicly it... heres the list:

1 shas'vre crisis suit w/ burst cannon, plasma rifle, missle pod, and hardwired multi tracker (had him lying around and im fond of wysiwyg) 90 pts

6 stealthsuits (proberly 2 teams) 180 pts
6 firewarriors 1 w/ pulse carbine, photon grenades 66 pts
6 fire warrors 2/ pulse carbine, photon grenades 66 pts

total: 402

at max effectiveness thats 44 shots per turn
pretty nice with minimum S of 5

chrisis should have been burst cannon, plasma rifle multi tracker, but didnt have one of those so ill take this. burst cannon is anti swarm obviously, plasma rifle in case of bigger stuff. missles long range come in as a bonus

6 stealthsuits equals 18 S5 shots per turn, plus highly mobile, so theyll be able to stay out of combat

2 6 man fire warrior squads shoot alot, and pinning can help from time to time, plus they can be sacrifced for the greater good.
any advice?
PostPosted: Tue Jan 25, 2005 11:40 am


Seraphine-Exalted

Point #1 Drop the Aun. Inspiring presence is awsome and all, but any body who has played tau, the Aun is going to be his first target.
>couldnt agree more, Aun are to damn riskfull

Point #2 Give your commander a bodyguard. Yes that means that your opponent can single his squad out, but now there are an additional four wounds in there for soak, and drop a shield drone for a gun drone.
>Agreed, except for maybe letting the drones depend on the enemy

Point #3 Mix up your loadouts on your XV-8 teams. Have one team for Tank Busting with Plasma Rifles and Missle Pods, and a second one for infantry mop up with burst cannons and flamers. If you are going to take drones, take atleast one Shield Drone. It will save you when you get shot up by Las/Plas/Battle Cannons
> flamers are no that effective, plus youll get hit in combat when your in range of the enemy with them, i would take another weapon instead.
but otherwise completely agreed

Point #4 Shas'ui are Sergants for your Fire Warrior squads, Shas'la are your basic grunts, and if you aren't going to put them in Devilfish, then max the squad size, 120 points for twelve of them, 10 more for your Shas'ui, ten for bonding and ten more to give the Shas'ui a marker light. And the Shas'ui team leader can get wargear from the armory as normal.
>not so much upgrades! a shas'ui is only worth it if he gets to use his wargear markelight alot. and bonding is way more effective on battle suits. dont just give it all the damn upgrades, that would be concentrating on the wrong place, keep the balance of quantity and quality

Point #5 Don't use up your only hard point on your XV-88's for Shield Generators. I know the 2+ save is nice, but if you kill off your target with the first volley, then the rest of the squad's massive firepower is lost, give a shield generator to your Shas'vre, and target locks for your shas'ui

>i would sugest the shield generator on a shas'ui, coz u dont want your shas'vre to die first.


I disagree with a few things here. 4th Edition makes some of this advice inaccurate.

1. Your Aun may be your enemy's first priority to kill, but as an Independant Character, they can't target him if there's any closer unit. Or, you could stick him with a unit in a Devilfish, which would also keep them from hitting your poor squishy Aun.

2. With 4th Edition's rules on Majority Armor and Toughness, the benefit of being able to take hits on Drones first has been negated, so drones as wargear aren't to desireable.

3. No gripe with the mixed loadout, by I'll tell you that while flamers don't exactly suck, the only reason I would take one is that I really need to conserve points, because it's the cheapest weapon.

4. Agree here too, be selective about what you use to upgrade your squads ans suits. Often times, if you trim down wargear, you can fit another squad in the army. And personally, I don't use bonding. I only have enough CS's to have three Monat suits and an HQ suit, and I WANT my FW's to be stomped and get out of CC so my other squads can get a clear shot at the attackers.

5. Shield Generators are nice if you've only got one Heavy slot and you're trying to keep that one BS alive for as long as possible (like my army...I need more Heavies) But in a squad of 3 like this, I'd say give two target locks and give the team leader a multitracker or maybe a SG if I find he's prone to being targeted with low AP high strength weaponry.

Oryn


BloodyMary76

Witty Conversationalist

PostPosted: Tue Jan 25, 2005 11:50 am


I'm suprsied no one loads up on missles. Give everyone a marker light, load up your vehicles, let's see some blast marker rain!
Reply
40k Discussion

Goto Page: [] [<<] [<] 1 2 3 ... 26 27 28 29 30 31 ... 251 252 253 254 [>] [>>] [>>] [»|]
 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum