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Tallarn Army List - Ideas
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Old 21 Dec 2009, 07:41   #1 (permalink)
Shas'Vre
 
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Default Tallarn Army List - Ideas

I dont have a full army list, i dont even have the codex yet but i have browsed through it a few times and have thought about the general army structure i was going to use. Any comments and suggestions will greatly help me as this army will be different to any other army i have commanded.

I havent fully understood the HQ to Troop options as yet with regards to command squads and platoons and what not but i know that once i get the codex that will make sense, but for now i will just list what i am thinking of using.

50 or so guardsmen in a massive squad with the Tallarn leader hero who makes all of those guardsmen outflank, and he has the instant death power weapon

another couple of guardsmen teams to stay forward, claiming objectives and defending them, what not.

Some snipers with cool camo paint colours to hide in ruins and pick off infantry.

A sentinel Squadron with lascannons to outflank and kill armour

A rough rider squadron to get at least one effective charge with hunting lances

Chimeras but not to use as tranports as such, but as fire support. This means that they will be different targets because they will be empty, so there will be more models open to be able to be shot and therefore gives your opponent more to think about. Sure they cant have a demolisher or punisher weapon, but they are alot cheaper. Might take 1 Leman Russ however.

Any left over points i was thinking maybe another sentinel squadron for more anti armour because i might not have much, and any left over again will get me more and more guardsmen.


This is what i was thinking, but it would be great to get some direction from you more experienced players. Any other characters i should consider? any weapon suggestions, other suggestions, ways to use up heavy support or just pump out more troops? Take more guardsmen? All comments much thanked for.

Thanks

Zambia
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Quote:
Originally Posted by jhontauel
4 lightening claws LMAO. wouldn't the inquisition get involved?
Quote:
Originally Posted by Jedibean
Killing terminators with flamers is like trying to stop a charging elephant with a fly swatter.
Quote:
Originally Posted by Genmotty
if your not going to change your ammo between battles then you deserve to be giving people rashes.
Quote:
Originally Posted by Tetrino
Ah, that's a shame. It's kind of funny, because I'd imagine that running headfirst into a force field would pretty much ruin your initiative.
Quote:
Originally Posted by Fire at Will
Why not take over France? You could do it with a pistol, which in doing would make you the most armed man in the country.
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Old 21 Dec 2009, 09:57   #2 (permalink)
Kroot Shaper
 
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Default Re: Tallarn Army List - Ideas

According to the 5th Ed Guard Fluff - The Tallarn are noted for their armoured warfare, their cavalry, marksmanship, craftsmanship, and desert fighting abilities.

In this regard, I would have some Russ variants as Heavy support, Plenty of rough riders and sentinels (although maybe a Hellhound squadron) for the Fast attack, take Snipers as elites (use the human models and call them ratlings if you can). You can easily justify giving power weapons, plasma pistols and other fancy items to officers. As for desert fighting, the tallarn prefer hit and run, outflanking and the like, avoiding head to head clashes, and instead focussing on ambushing, suprising and outmaneuvering (so max out your fast attack). Therefore, anything fast, outflankable, deepstrikable or infiltratable fits the tallarn theme. You could run them as Mech guard for the mobility.

In terms of weapon loadouts, you want to match the hit and run style, so assult weapons - flamer, grenade L. melta gun - and stay away from heavy weapon teams. The sniper rifle would be the exception, and then only in small teams of dedicated sniper units, since the precise blow would appeal to the tallarn mentality.
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Old 21 Dec 2009, 19:32   #3 (permalink)
Shas'O
 
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Default Re: Tallarn Army List - Ideas

In game play terms, forget the Rough Riders... Quite honestly they are not the best troops out their and anyhow if you wanted to go down the rider line you might as well go forge world Mukaali (yes it's a bit more expensive, but your army is a hell of alot cooler and less mainstream.)

http://www.forgeworld.co.uk/acatalog/TALLARN.html

If you want a 'fluffy' army. It is better to go down the road of making them appear fluffy, and if you only make a small army as well it makes it more competitive, and you can player more games in the same time.

Second I would go with as make Fast Attack Choice as possible. With Sentina ls. DONT whatever you do, give them Lazcannons! That is the worst out of all the possible choices.

A Sentinel only has a guardsman of BS 3 in it, that means you have a 50:50 chance of hitting something. Given three that only gives a 0.875 chance per round chance of one or more hits.

In reality you need a lot more to take out armour. It is much much better to give your sentinels an Autocannon for a certainty of 0.984 for at least one hit, and 0.890 that you get 4 or less hits on the the target per squad.

You can even go multi-melta. While not in the guard codex, I have yet to ever be told I can't use a model outfit with one, because the logic goes that if one guard regiment can have then, then why can't any?

Anyhow I would always leave the weapons for sentinels unglued. That way you can swap them around.

Get two squads and you'll have all the support firepower you will ever want.

Hellhounds make a good third choice, but they are game dependant on a list. I mean, taking them on an open field battle is a little silly, or if your opponent is nearly all armour as can be the case.

I would for my heavy support perhaps again invest in a forge world tank of some kind. The Malcador definitely looks the part of a desert fighting tank, and comes with great durability (about three times more than a Russ) and alot of weapons depending on the type;

http://www.forgeworld.co.uk/acatalog...AVY_TANKS.html

However it is expensive at twice the cost of a Russ, and not really part of the Tallarn army... But then again, it's there for the psychology and the bit gun. Your Sentinels and other weapons will be the things that will really do the damage.

This leaves your troops. You will need quite a few of them, and as the Tallarn are light troops. I would avoid bogging them down with a heavy weapon. Keep most of them light, and only with spacial weapons, and then keep either autocannons or perhaps heavy bolters in your command squads.

Snipers are great, they can be trained on enemy elite units to 'thin' the flock so to speak.

I would not perhaps go mech guard. While it might be good to have a couple of transports, if you do then there will be few targets on the table at any time. Thus leaving those that remain more vulnerable to being 'ganged up on'.

Anyhow it appears like you need to let us know a bit more of what you like if we are to help you.

Gen
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Old 22 Dec 2009, 00:38   #4 (permalink)
Shas'Vre
 
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Default Re: Tallarn Army List - Ideas

Quote:
Originally Posted by Genmotty
IWhile it might be good to have a couple of transports, if you do then there will be few targets on the table at any time. Thus leaving those that remain more vulnerable to being 'ganged up on'.
I wasnt using the chimeras as transports, for that reason. i was going to keep the Chimera's empty and use them mroe as light tanks for the purpose of supporting fire. Dedicated transports can start empty so i will do that to maximize the amount of models the enemy has to choose. Chimera's are cheap and not too great at shooting but they will distract any weapons which have a solid shot and a template option to take out the chimera's (eg hammerhead railgun, fire prism, krak missile launcher)

I will however use some leman russ's but which ones do you think would be more suited to what the rest of the army is? i dont think a punisher cannon is something that will be used in the desert yes? but i am not sure. Which leman russ versions should i take and what sponson and hull weapons should i get?

You guys have helped so much. I have been looking at forgeworld and you can get the snipers off there so i will do that should be good. The idea of no heavy support teams is great as i never really liked them anyway. I like the manouverable armies as i play Tau, except i like the idea of heaps outflanking, infiltrating and what not it will be cool.

I am still undecided about the rough riders, and they really are only good on the charge so perhaps i will forget about them, take 2 sentinel squadrons and maybe a hellhound also depending on opponent (eg not against marines or necrons)

So at the moment i am looking at the following roughly

HQ - Command Platoon with lots of guardsmen

Elites - Snipers

Troops - Guardsmen (and as an upgrade character, the cool tallarn guy with the "everyone outflanks" rule and the instant death sword. Also some other guardsmen squads who will take Chimera's as dedicated transports but will not use them as transports.

Fast attack ' 2 sentinel squads to outflank, possibly a hellhound dependant on opponent

Heavy Support - Leman Russ, but i dont know which one.

So overall i am thinking maybe more guardsmen and troop choices becaause they fall retty fast and i need heaps to claim objectives, and an emphasis on anything with infiltrate, scout or other fluffy rule which i can use.

Question, any suggestions for another Elite choice i should use? or Heavy support? or should i just keep maxing out troops and troops which would be fun.

Thanks guys

Zambia
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Quote:
Originally Posted by jhontauel
4 lightening claws LMAO. wouldn't the inquisition get involved?
Quote:
Originally Posted by Jedibean
Killing terminators with flamers is like trying to stop a charging elephant with a fly swatter.
Quote:
Originally Posted by Genmotty
if your not going to change your ammo between battles then you deserve to be giving people rashes.
Quote:
Originally Posted by Tetrino
Ah, that's a shame. It's kind of funny, because I'd imagine that running headfirst into a force field would pretty much ruin your initiative.
Quote:
Originally Posted by Fire at Will
Why not take over France? You could do it with a pistol, which in doing would make you the most armed man in the country.
Want to play Robot Wars using 40k Concepts? PM me for details on how you can get your FREE copy of the rules.
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Old 22 Dec 2009, 01:28   #5 (permalink)
Shas'La
 
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Default Re: Tallarn Army List - Ideas

Fluff wise the Talleran use Russ battle tanks and vanquishers it fits in with the whole WWII north Africa campaign image where tanks sniped each other from behind dunes The Talleran 3rd armoured regiment is noted for having an entire company of vanquishers but if you are taking one take pask as an up grade and stick with the hull mounted bolter with the main gun being a single shot with no template you want to give yourself more than a 50% chance of hitting and the meagre anti infantry defences of the bolter.

I wouldn't bother with the punisher it's over priced for what it does you'd be better off with the exterminator it has better range and fire power. Alternatively you could field 2 hydras in it's play they are heavy hitters with great range and fluff wise it would make sense for a convoy style mobile army in the open desert to have anti air support
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Old 22 Dec 2009, 01:42   #6 (permalink)
Shas'Vre
 
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Default Re: Tallarn Army List - Ideas

Vanquisher's with heavy bolters - i dont know what a vanquisher is apart from the fact its a Battle Tank. Is it cheapish points wise? How good is its main cannon?

Hydras are alright i think i know the ones, they would be good if im against Eldar/Dark Eldar skimmers and they do their silly turbo boost :P

Should i use up another elite choice in something or just get more troops, fast attack and maybe a vanquisher or 2?
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Quote:
Originally Posted by jhontauel
4 lightening claws LMAO. wouldn't the inquisition get involved?
Quote:
Originally Posted by Jedibean
Killing terminators with flamers is like trying to stop a charging elephant with a fly swatter.
Quote:
Originally Posted by Genmotty
if your not going to change your ammo between battles then you deserve to be giving people rashes.
Quote:
Originally Posted by Tetrino
Ah, that's a shame. It's kind of funny, because I'd imagine that running headfirst into a force field would pretty much ruin your initiative.
Quote:
Originally Posted by Fire at Will
Why not take over France? You could do it with a pistol, which in doing would make you the most armed man in the country.
Want to play Robot Wars using 40k Concepts? PM me for details on how you can get your FREE copy of the rules.
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Old 22 Dec 2009, 02:24   #7 (permalink)
Shas'La
 
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Default Re: Tallarn Army List - Ideas

It's only slightly more expensive than a standard Russ but it is a real tank killer the only problem is that it's gun is heavy 1 so you really should buy Knights Commander Pask to bring it's BS up to 4. I would recommend you dont replace the hull bolter with a las canon and dont buy sponsons to keep points low if you do take Pask. The Bolter will help give it some defensive capability against infantry believe me it will attract tank hunters and two heavy 1 weapons are not what you want in that situation.

That said the Vanquisher is too specialised in what it does so I wouldn't take more than one give it the support of a LR battle tank or two and you will have a nice bit of anti infantry/vehicle stopping power from the large blast template.

Elites or troops? I'd take Veterains they're a troop choice that have the same BS as storm troopers and can carry 3 special weapons at a fraction of the cost plus you can buy doctrines that improve their equipment and abilities and still get them for a cheaper price than ten storm troopers with 2 special weapons
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Old 22 Dec 2009, 04:03   #8 (permalink)
Shas'Vre
 
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Default Re: Tallarn Army List - Ideas

I havent read into the doctrines, to veterans get some sorta ability like outflank/infiltrate or scout - something to fit into the Tallarn theme? This army will probably be a reserve heavy army unless i get first turn. The Tallarn character makes his platoon outflank anyway.

As for the vanquisher, i dont think its really what im looking for then. If i have 2 outflanking sentinel squads, or 1 outflanking and 1 scout moving all with autocannons, they should be able to take out anything too serious. After all i could use a normal Leman Russ's battle cannon against vehicles if i must, and its cheaper and i wont have to worry if i dont exactly get the shot (it might not scatter far after all)

I might be using chimera's as well and their autocannons shouldnt fair too badly. If i take 1 leman russ with battle cannon, 3 chimera's with autocannons and 2 sentinel squadrons with autocannons that should be enough dont you think? that should be fairly cheap considering thats 10 vehicles for 1500pts game, then fill in the rest with lots of guardsmen, a few veterans and a sniper squad? Also is Jerran Kell any good? WHat are his pros and cons?
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Quote:
Originally Posted by jhontauel
4 lightening claws LMAO. wouldn't the inquisition get involved?
Quote:
Originally Posted by Jedibean
Killing terminators with flamers is like trying to stop a charging elephant with a fly swatter.
Quote:
Originally Posted by Genmotty
if your not going to change your ammo between battles then you deserve to be giving people rashes.
Quote:
Originally Posted by Tetrino
Ah, that's a shame. It's kind of funny, because I'd imagine that running headfirst into a force field would pretty much ruin your initiative.
Quote:
Originally Posted by Fire at Will
Why not take over France? You could do it with a pistol, which in doing would make you the most armed man in the country.
Want to play Robot Wars using 40k Concepts? PM me for details on how you can get your FREE copy of the rules.
Lord Zambia is offline   Reply With Quote
Old 22 Dec 2009, 08:33   #9 (permalink)
Kroot Shaper
 
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Posts: 31
Default Re: Tallarn Army List - Ideas

Veterans can't get outflank or scout UNLESS you take Gunnery Sergeant Harker (just make up some fluff for your own version). With him, they can infiltrate.

The Vanquisher is not that great - if you only have one, go for the standard Russ. Gamewise, it is the most versatile and usefull, and fluffwise it is the most common and widespread. The Battlecannon can be used against vehicles, as ordnance gets 2D6 (pick highest) for penetration, and if you take a lascannon + H bolter sponsons, you can target anything.

Chimeras can't get autocannons under this codex. They can have Multilaser/H Bolter/H Flamer on the turret and H bolter/H Flamer on the hull.

Kell is best if you also have Creed, and his biggest bonus is in giving orders. Unless you have Creed, and rely on orders to make your army work, he his probably not worth his prohibitive cost.
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Old 22 Dec 2009, 13:12   #10 (permalink)
Shas'La
 
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Default Re: Tallarn Army List - Ideas

Well you can take auto cannons on a chimera for +5 points with IA rules if you get consent from the person you're playing with I use two chimeras with auto cannons and nobody has objecteded yet. Standard pattern is right about the Vanquisher I thought you were taking more than one tank, if you are only taking one Take the Battle Tank it's the jack of all trades if you're taking 2 I think the vanquisher is a good choice a hit is a hit there's no scatter and a vehicle kill is almost a sure thing A second battle tank will give it the anti infantry support it needs

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