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Army List and Armament Advice?
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Old 30 Apr 2007, 13:45   #1 (permalink)
Kroot Shaper
 
Join Date: Apr 2007
Location: VA
Posts: 49
Default Army List and Armament Advice?

i haven't set anything in stone, and this isn't set in stone, but this is what i'm thinking. if anyone has advice, that'd be appreciated.

3x 12 man fire warrior squads. i can't decide if i want 2 equipped with pulse rifles and 1 with pulse carbines or if i should go with a mixed unit (1:4 ratio of pulse carbinesulse rifles) or if i should just leave the pulse carbines out all together (is the pinning effect worth it). gun drones can also be added to this

1x 12 man kroot squad

1x stealth suit team (i believe 3 total figures) equipped for heavy infantry/light armor

1x battlesuit commander equipped to take out heavy armor

1x 'fish

that's all i've really got at the moment and would love input on whether those sound like good ideas or if i should simply be slapped for my stupidity. thanks for the time.
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Old 30 Apr 2007, 13:54   #2 (permalink)
Kroot Shaper
 
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Location: Perth, WA
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Default Re: Army List and Armament Advice?

Looks nice to me. I wouldn't bother with carbines. Stick with rifles on your rank and file, use drones in FA if you want carbines. Plus theyre nice to shield your ICs

I'd suggest to think about your next move. Perhaps more suits, or some tanks. Namely Hammerheads.
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Old 30 Apr 2007, 14:32   #3 (permalink)
Shas'El
 
Join Date: Jun 2005
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Default Re: Army List and Armament Advice?

Quote:
Originally Posted by justamusician
3x 12 man fire warrior squads. i can't decide if i want 2 equipped with pulse rifles and 1 with pulse carbines or if i should go with a mixed unit (1:4 ratio of pulse carbinesulse rifles) or if i should just leave the pulse carbines out all together (is the pinning effect worth it). gun drones can also be added to this
I'll try to help. I'm assuming you are brand new to Tau. In most instances, unless you are very skilled or very experienced, you will not want carbines in your units. Pinning is almost a side effect, but the reduction in firepower and range seriously take away the one tactical advantage fire warriors have over other infantry. I'd leave them out until comfortable, if at all.


Quote:
1x stealth suit team (i believe 3 total figures) equipped for heavy infantry/light armor

1x battlesuit commander equipped to take out heavy armor
The stealth team look a little light for my tastes, but it is your army and many like the small teams.

I don't know what HQ choice you can have that takes out heavy armor. The strongest weapon for armor, fusion blaster, is str 8 so will barely glance AV14. Need to think through his role before committing to a weapons system.


Quote:
1x 'fish
What will this do? Fly around and draw fire, or carry a FW team, or what? Upgrades will help this thing stay alive, but if you just "want" one then at least put a decoy launcher on it to survive immobilization results.




Quote:
that's all i've really got at the moment and would love input on whether those sound like good ideas or if i should simply be slapped for my stupidity. thanks for the time.
Sounds like you are thinking in the right direction. Tau have a steap learning curve, so take your time and play as many games as possible to get a feeling for what you like/dislike.

W
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Old 30 Apr 2007, 16:56   #4 (permalink)
Kroot Shaper
 
Join Date: Apr 2007
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Default Re: Army List and Armament Advice?

the Fish would be for troop movement (it's also the only vehicle that i have as a result of the Battleforce).

i am new to the Tau and need to expand my force, but i'd like to play a few rounds before deciding whether i'd like to go static or mech (i've seen most people prefer mech as it allows for more mobility, but i don't want to commit to a style i don't like and not have fun with the game).

also, as far as the hq (battlesuit) being armor guns, it would only really be until i could pick up some tanks. is it a better option to just leave him as a light armor/heavy infantry killer and leave all heavy killing to tanks?
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Old 30 Apr 2007, 19:01   #5 (permalink)
Shas'El
 
Join Date: Jun 2005
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Default Re: Army List and Armament Advice?

Quote:
Originally Posted by justamusician
the Fish would be for troop movement (it's also the only vehicle that i have as a result of the Battleforce).

i am new to the Tau and need to expand my force, but i'd like to play a few rounds before deciding whether i'd like to go static or mech (i've seen most people prefer mech as it allows for more mobility, but i don't want to commit to a style i don't like and not have fun with the game).

also, as far as the hq (battlesuit) being armor guns, it would only really be until i could pick up some tanks. is it a better option to just leave him as a light armor/heavy infantry killer and leave all heavy killing to tanks?
Ok on the fish. Give it a decoy launcher and load up the troops. Remember that your total model count can be 12, not 12 FW and 2 drones.

The HQ can't take anything stronger than a FB, so if you think you'll see monoliths, leman russ, AV14 tanks use it. But it is very vulnerable. Better to try and use your range and angles to get a side shot on a LR with missile pod at 36".

You can do some easy conversions to make the DF into a Hammerhead. Look in the Hobby section and read the sticky call "convertable DF" or something similar. edit: here is the link:
http://forums.tauonline.org/index.ph...5770#msg205770

Your plan to play some and get used to it is excellent, and I prefer to teach while playing because of it. You will find that after a couple of games, you know what you can rely on and what you can't.

W
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Old 30 Apr 2007, 20:19   #6 (permalink)
Shas'O
 
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Default Re: Army List and Armament Advice?

Fusion Blaster is melta, rolls 2D6 for armor penetration.

So all you have to worry about is Monoliths, as they ignore that.
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Old 01 May 2007, 14:24   #7 (permalink)
Shas'El
 
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Default Re: Army List and Armament Advice?

Quote:
Originally Posted by GeekyGator
Fusion Blaster is melta, rolls 2D6 for armor penetration.

So all you have to worry about is Monoliths, as they ignore that.
It is the to hit that is a problem roll. For he must be within 12", which with a jump back means within assault range of any fleet/assault troops. Also being 12" away and hitting frontal armor even with 2d6 penetration is far riskier than hitting side armor from 36" away with missile pod.

Don't get me wrong, I have one in my army for emergencies against terminator teleports and dreds in drop pods, but I'd never think of going hunting with that platform/weapon system combination.

W
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