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#1 (permalink) |
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Shas'Saal
![]() Join Date: Nov 2005
Posts: 199
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Having noted the more melee attentive portions of the Tau abilities, I have constructed an O’Shava List with a “crusading knight” theme:
Commander Farsight: HW Target Lock, Shield Generator, Bonding Knife, Plasma Rifle and Dawn blade Bodyguard: 7 Vre Crisis Suits, All Bonded with Multitrackers and Stimulant Injectors 1 Airbursting fragmentation projector, Fusion Blaster, Sheild Drone 2 Twin Linked Burst Cannon, Failsafe Detonator 3 Twin Linked Burst Cannon 4 Cyclonic ion Blaster, Flamer, Sheild Drone 5 Airbursting fragmentation Projector, Fusion Blaster 6 Cyclonic ion Baster, Fusion Blaster, Shield Drone 7 Flamer, Cyclonic Ion Blaster Troops: Fire Warriors w/ Devilfish, Multitracker, Target Array: 12 EMP, Bonded, ‘ui Troops: Fire Warriors w/ Devilfish, Multitracker, Target Array: 12 EMP, Bonded, ‘ui 3 Sniper Drone Team Total: 1500 A Highly Mobile List Anti Infrantry List that takes a heavy hit for its price. The core purpose of the Body guard is to get near melee and reduce the enemy unit’s numbers so horrendously that the squad does well in melee. Stimulants are placed to reduce the danger of return fire as are the shield drones. The Fire warriors in Devilfishes can also strike swift and furiously with a fusillade of rapid fire OR a deadly EMP strike. The sniper drone squads back up the team providing tough hits to tough opponents while the main force handles infantry. |
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#2 (permalink) |
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Shas'El
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You have used FAR too many Special Issue systems. Only 1 Frag gun is allowed per army, you have 2. Only 1 ion blaster, you have like 5. Only 1 stim injector, you have 7. I can't really review the rest of you list because so much depends on those things, it seems. Anyway, you are so heavily outnumbered that you will probably have 2 scoring units by game's end. Tau will never be "good" at CC, and with your huge numerical deficiency, as long as the enemy has at least 2-3 power weapons you will almost definately lose. Use more flexible, shooty Crisises, ad more FW's. Don't rely on O'shovah too much.
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#3 (permalink) | |
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Shas'Saal
![]() Join Date: Nov 2005
Posts: 199
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Quote:
Let's try this then: Commander Farsight: HW Target Lock, Shield Generator, Bonding Knife, Plasma Rifle and Dawn blade Bodyguard: 7 Vre's, All bonded, equipped with Flamers, Burst Cannons and Multitrackers. One is given the Failsafe Detonator 5 Piranha Skimmers with Multitrackers and Decoy Launchers and 3 with Fusion Blasters Troops: Fire Warriors w/ Devilfish, Multitracker, Target Array: 11 EMP, Bonded, ‘ui with 1 Marker Drone Troops: Fire Warriors w/ Devilfish, Multitracker, Target Array: 11 EMP, Bonded, ‘ui with 1 Marker Drone Troops: Fire Warriors w/ Devilfish, Multitracker, Target Array: 11 EMP, Bonded, 'ui with 1 Marker Drone 1 Hammer head with Ion Cannon, SMS, and Multitracker Strategy: The O'shava Guard is the key spearhead of the army, with the Skimmers handling the heavier weapons and the Infantry providing Markerlights and extra fire power. The Infantry take turns advancing so that two groups use markerlights and 30" pulse rifles while one group moves up for potential rapid fire range. If possible, an all-out FoF can also be used to establish a fire base with three devilfish to cover the advancing sqauds. The Marker drones can be used in subsequent turns to advance the fire power of other units, such as the on rushing Crisis Squadron. |
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