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apothecaries
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Old 24 May 2006, 14:50   #1 (permalink)
Shas'Ui
 
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Default apothecaries

I usually play my own krootau or khorne bikerbomb army but I've had some trouble playing my friend's tau. So I put together a drop pod apothecary list. The first list had only one speeder and terminators but I found the terminators were too slow and vulnerable. I also had a chappie instead of the libby but find that fear and fury are too useful against tau to bypass. So added a squad of melta and two more speeders to the list ( which I will ds if allowed at times ). Stealth and crisis suits still present some problems but if I bunch my guys close enough together the list seems to work better. Any ideas on what you would add to make a 1700 list or improve the current list?

using purity and cleanse as traits ...

1500
Epistolary with force weapon, frags ccw, Fear and Fury
w/ 4 bp&ccw, 2 meltagunners, apothecary, vet serg with power fist , drop pod
3x tac squad - 2 plasma, 5 bolters, apothecary with power fist and drop pod
1x tac squad - 2 melta, 5 bolters, Vet serg with power fist and drop pod
3x Tornado - 80

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Old 24 May 2006, 15:00   #2 (permalink)
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Default Re: apothecaries

Take out a tornado and ditch a few drop pods, add one squad of Termies and a Land raider
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Old 24 May 2006, 15:56   #3 (permalink)
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Default Re: apothecaries

He specifically said he didn't want to use termies.

Also a landraider vs. railgun = entangled (and even slower) termies.

The list you have now looks pretty decent. What are it's drawbacks?

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Old 24 May 2006, 16:00   #4 (permalink)
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Default Re: apothecaries

Quote:
Originally Posted by Falstead
He specifically said he didn't want to use termies.
I know I was just saying what I must
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Old 24 May 2006, 16:16   #5 (permalink)
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Default Re: apothecaries

Against a Tau army, a Land Raider is little more than a slow-moving bullseye... but Deep-Striking Terminators would be worth looking into, as they can terrorize Tau... also consider Assault Marines, though, as Terminators that get outmanevered are good as dead (this also raises the question, does the Tau player go Static, Mech, or Hybrid?)
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Old 24 May 2006, 18:39   #6 (permalink)
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Default Re: apothecaries

Hybrid tau leaning towards mech. I do need the mobility of drop pods. Assault marines seem like an option at 1700 for sure. As much as I like te3rminators that just don't cut it against his stealth and crisis. I can hide behnd the drop pods or move into cover with my apocs and the tac squads are near impossible to kill with multiple apocs.
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Old 24 May 2006, 18:58   #7 (permalink)
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Default Re: apothecaries

Personally, I use apothecaries in my tac squads anjd they pwn... get rid of a land speeder and put an apothecary in the last squad, plus I would go with meltagyuns instead of the plasma because the apothecaries don't work when you fail an armor save from overheated weapons, the only drawback would be the shor range of the meltas
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Old 24 May 2006, 20:02   #8 (permalink)
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Default Re: apothecaries

Quote:
I would go with meltagyuns instead of the plasma because the apothecaries don't work when you fail an armor save from overheated weapons
I see nowhere in the rules that states it does not work. Ther only saves it cannot work with is in assault and instant death.
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Old 24 May 2006, 20:18   #9 (permalink)
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Default Re: apothecaries

sorry, my bad... the only use that I have for it is faild armor saves from an enemy squad, as I do not take special weapons, maybe I will now. Does the ignore failed armor save work for the apothecary? I.e. my apothecary has a plasma pistol, if it overheats and I fail the save, is he dead?
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Old 24 May 2006, 20:22   #10 (permalink)
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Default Re: apothecaries

Quote:
Originally Posted by Terminatus
Does the ignore failed armor save work for the apothecary?
I don't think so:

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