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Tarpoon
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Old 01 Mar 2005, 21:11   #1 (permalink)
Shas'Saal
 
Join Date: Dec 2004
Location: Somewhere in Ohio
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Default Tarpoon

I am trying to do three things at the moment.
1. Actually buy, assemble and paint an army
2. Build fluff for my army
3. Build a Tarpoon

What is a tarpoon? It's a missile tank for the Tau.

[table][tr][td]Vehicle[/td][td]Front[/td][td]Side[/td][td]Rear[/td][td]BS[/td][/tr][tr][td]Tarpoon[/td][td]12[/td][td]11[/td][td]10[/td][td]4[/td][/tr][/table]
Weapons: 1 primary and 1 secondary

Primary options: Tarpoon LRMs (+30 pts) Thunderbolt missiles (+45 pts)
Secondary options: Burst Cannons (+10 pts) SMS (+20 pts)

Options: Tau vehicle upgrades, already has Targeting array

Tarpoon LRMs
Range* *Str.* * AP* * Notes
60"* * * * *5* * * *3* * * Heavy 4, no LOS needed

Thunderbolt Missiles
Range* *Str.* * AP* * Notes
48"* * * * *10* * *2* * * *Heavy 1, Blast, Thunderbolt


Thunderbolt- Any vehicle hit by a thunderbolt missile suffers from 'crew stunned' in addtion to any other effects

I am trying to convert one of these. I'm going to take a WW missile turret, file it a bit, and stick it on a HH.

Any critiques for the unit/weapons would be nice
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Old 01 Mar 2005, 22:45   #2 (permalink)
Shas'Ui
 
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Default Re: Tarpoon

Seems okay, but take a look at the Forge World vehicles for Tau by following the link under my signature. There's a missile tank version that they've already got designed in addition to a Seeker Missile turret option for the Hammerhead.

8)
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Old 02 Mar 2005, 08:31   #3 (permalink)
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Default Re: Tarpoon

Quote:
Tarpoon LRMs
Range Str. AP Notes
60" 5 3 Heavy 4, no LOS needed
Can you say "beardy"?

There is a rule that you should follow here:

"Light" infantry guns = Ap 6 or none.
"heavy" infantry guns = Ap 5.
Anti-Infantry guns = Ap 4.
Anti-Tank guns = Ap 3, 2 or 1.

In order to be an Anti-Tank weapon, you need a strength of at least 7, and then no Heavy 4 (too many shots).

Now don't go quoting Dark Reapers or Starcannons at me, because they are Eldar. Eldar are much more advanced than Tau.

I'd suggest the following:

a) Drop the AP to 4.
b) Remove the "no LOS" rule.

OR

a) Drop AP to 4.
b) Make it Heavy 2.

OR.

a) Increase Str to 8.
b) Make it Heavy 2, and remove "no LOS".
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Old 02 Mar 2005, 17:01   #4 (permalink)
Shas'Ui
 
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Default Re: Tarpoon

How the missile pod. They already exist...that was kinda my point too. A bit too over the top and trying to create "marine killer" guns instead of utilizing what the Tau army list already has in it.

Did you take a look at the Forge World stuff?

Edited to remove copywrite infringement -Wargamer
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My Three Rules of the Tau
1) Tau can shoot: Do it.
2) Tau are fast: Move 'em.
3) Tau are a team: Stick together.

[size=8pt]40k v4.0 FAQs[/size]
[size=8pt]official Rail Rifle rules[/size]
[size=8pt]Forge World Rules and Models[/size]
[size=8pt]Crisis Configurations[/size]
[size=8pt]Gue'vesa: Tau Human Auxiliary rules[/size]
[size=8pt]Mechanized Tau Tactica[/size]
[size=8pt]TauOnline Tactica[/size]
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Old 02 Mar 2005, 23:57   #5 (permalink)
Shas'Saal
 
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Default Re: Tarpoon

Yup. The missile turret for the HH is essencially a pair of missile pods, I was going for a huge Smart Missile Launcher - Esque motif. I didn't notice any complaints about the thunderbolts though...
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Old 03 Mar 2005, 07:50   #6 (permalink)
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Default Re: Tarpoon

That's because, for the most part, they're okay. They'd be very expensive pointswise, but other than that, okay.
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