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RTTT's Tactica part I: Vespid
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Old 05 Mar 2006, 23:28   #1 (permalink)
Shas'Vre
 
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Default RTTT's Tactica part I: Vespid

With the new Tau Empire codex out, it is time to revise our former tacticas, and make some new ones for our new units. I posted a thread a couple of weeks back, asking what units people on Tau Online would like to see a tactica about once the new codex hit the shelves. Results can be viewed here: http://forums.tauonline.org/index.php?topic=18293.0. As the Vespid proved most popular, Iíll start with them.

Firstly, we need to know 3 basic points about the Vespid:
  • What are they capable of?
  • What will be their purpose?
  • What use can they be put to?

When we have made these 3 basis points clear, we can start looking at their battlefield role, and how to achieve success with them.
  • The Vespid carry a powerful gun, have weak melee stats (but are surprisingly fast!), cannot stand up to much beating, and they are very fast. This means that they are mostly capable of inflicting damage in the shooting phase, and that they will not be able to cope with any dedicated firepower. In other words, we have a specialised unit which needs to be used against what it is effective against in order to be effective in our army. Their powerful guns means that they are able to take on and counter medium infantry (note: for in-game reasons, 6+/5+ save counts as light infantry, 3+/4+ save counts as medium infantry, while 2+ save counts as heavy infantry. I also assume that 6+/5+ save have T3, 4+ save T3, while 2+/3+ save units have T4), but at a cost: powerful guns are expensive. Let us take a look on how the Vespid will perform against light infantry. A squad of 10 Vespid fire at 10 Imperial Guard (light infantry). On average, 4.17 guardsmen will drop. This might seem impressive, but for the same cost we could have roughly bought 5 stealth suits, which wouldíve downed 6.25 guardsmen. The stealth suits are far more efficient against light infantry than the Vespid. Vespid should not be used against light infantry, we have other units which excels at this area. A squad of 10 Vespid fire at 10 Fire Warriors (the medium infantry). On average, 4.17 Fire Warriors will die. Our 5-man stealth team wouldíve downed 3.13 on average against the same unit- our Vespid are more efficient. We could also compare them to our Deathrain Crisis suits (with targeting arrays), in which case it would be roughly 3 of them for our 10-man Vespid unit. These 3 Deathrain suits wouldíve killed 4.44 Fire Warriors. This is pretty close to the Vespid, but bear in mind that Deathrain suits have thrice the range of Vespid. Deathrain suits are better suited to fight the lighter medium infantry. Our 10 Vespid now open fire on 10 Assault Marines. 3.34 Assault Marines will bite the dust, on average. This is where the Vespid truly shine, against the heavier medium infantry. Although, admittedly, Fire Warriors will do even better, point-by-point against marines, they donít have the speed of the Vespids. And, not to forget, the speed of the Vespid in close combat will sometimes assure you that the last guy falls before he can strike back. If 9 Vespid assault, 1 marine goes down (on average), and this can really be helpful. Against heavy infantry, I will not even bother you with the maths, you all understand that AP3 weapons firing at 2+ save units are a waste.
  • The purpose of the Vespid will mostly be up to yourself, as it is your army. However, there are areas where they shine, and areas where they are truly a waste of points. Vespids are fast, not resilient, have firepower, not cc abilities. Their purpose will, no matter what, fill a role in the army.
  • What role do you put them to?
    Well, you could use them as an anti-assault unit. They can really pack a punch against those nasty assault marines closing in. If you can spare a couple of markerlights, they get even better; a squad of 10 Vespid will kill over 5 marines (on average) if they have 2 markerlight hits. This will really give any assault unit a bloody nose. Vespid can also be used to hunt down enemy heavy firepower, provided they have enough cover to move through. Having 10 Vespid aiming their guns at those devastators with lascannons = priceless (especially if guided). Although Vespid are not resilient by any means, you could use them as a bait. Once your opponent has seen his glorious tooled-up veteran squad obliterated by those Vespid once, he will never forget it. If you are clever, it could be possible to move the Vespid into a seemingly dangerous and aggressive position, in which case he might overreact and send too much after them, and voila, you have a perfect trap. A 4th way to use the Vespid is to block a good approach route. If you have a lot of terrain on your right flank, sending your Vespid preferably aided by a stealth team (for added anti-light infantry firepower) will usually block it. This way you deny your opponent a covered route to your fragile units (wouldnít want crisis in melee against power-fist wielding guys, eh?) and forcing him out into the open. Besides, the Vespid are fast enough to re-deploy after you have made sure he has given up the route.

So, to summarize:
  • Vespid are lethal, but they only excel against units in the medium infantry area (T4, 3+ save)
  • They are fast, but as a consequence their points cost go up
  • Treat them as if they were made out of glass, ie do not let them stand out in the open to receive heavy bolter fire (unless you are really really desperate)
  • Find out if they add anything vital to your army. If the Vespid suit your style of play and they add a vital part, use them. If not, leave them at home.
  • Know how to use their different roles. It is not always a good thing to use them as heavy weapon hunters, and likewise it is not always good to use them as anti-assault specialists.

So, how will these small flying creatures perform in a game, and how exactly can you achieve success with them?

As with any other unit in the Tau army, it is essential (to say the least,) that you find them a role to perform within the army, and fulfil that role. Failing this will result in your Vespid ending up as a waste of points, and a rather useless addition which probably shouldnít been there in the first place. It is very important to highlight the fact that this doesnít mean that unless your Vespid kill equal to or more points than you paid for them. For example, take soccer. The guy who scores is not necessarily the important one. Translated to the Vespid situation, Iím trying to say that if you have forced those Striking Scorpions into the open where the rest of your army can obliterate them through blocking a path with the Vespid, they have fulfilled their role, even though they havenít killed a single model! Another example would be the Deathrain suit. You donít buy a Deathrain suit to kill one third of a Leman Russ. You buy a Deathrain suit to add anti-light vehicle and anti-medium infantry firepower. Warhammer 40,000 is not a game where things are all about getting your points back. If you are to ever achieve success with Tau, this needs to be realized. Do not rely on the Vespid winning the day alone. As with any other Tau unit, they need assistance and support, and they need to be assisting and supporting. Vespid are not a one-man-army in the same way that some Chaos squads can be, so donít expect them to either. Probability shows us that, guided by 2 markerlights, they should kill over 5 on average. However, donít count on it too much, it might be 3, it might be 7. You never know.

The Vespid can easily become a nasty target that your opponent doesnt want around. The same as the sniper teams will be. They could possibly be used with such teams. Setting up a team on a center lane of fire forces your opponent to keep his infantry out of there. Next you move the vespid up the flank to threaten your enemy. When he moves to get rid of them if you made sure that he is entering a second mostly unnoticed fire lane to the drone teams; voila you have two anti 3+ save units suddenly able to put the hurt on the enemy. Once this is accomplished with the Vespid speed you can redeploy them and get them back to your lines.

They can be used to hold an objective. Rush them to a bunker or a defencible objective and put them in there. Their speed lets them get to it before the enemy, the objective helps boost their defences and their weapons help ward away any attempts by the enemy to force them out. Or it may make the enemy target that specific objective with too much of his army, drawing him into a trap or allowing you to take other objectives.

Remove the Vespid from the main core of your army, the meat of your army and learn to not relly on them too much. Think of them more as a very nice boon on the side and not a basic reliable unit. Use it to push or pull enemies from the main core, kill units harasing the core, etc but dont focus on them as you would the core of your army.

Last but not least, do not go overkill and buy too many Vespid for the job. It never pays off

I hope you enjoyed my tactica on Vespid, and I might edit this later to add and/or remove things you have commented on. The goal of this tactica was (as always) to give you a better insight of what this unit can do, and I hope you got some positive and useful thoughts on the Vespid yourself.

Ko'vash Tau'va!
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Old 06 Mar 2006, 00:24   #2 (permalink)
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Default Re: Olannon's Tactica Part I: Vespid

Olannon a nice intro to the Vespid.

You say they are fast, how fast are they?

I read an article earlier about the aggressive commander with the retro boosters of something like that. Do you envisage the Vespid being a good supporting option for this commander, as they can move so fast?

I believe as you do that they are primed for medium infantry especially as an AS3+ additional killer for the Tau army. I just hope that they don't become so obvious in this roll; especially when they have so much potential for so much more.

I will really need to get hold of the new codex myself before I can comment further.

Thanks for the opening introduction to the Vespid and their potential within the Tau army.

Keep these tactics coming I love them.
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Old 06 Mar 2006, 00:38   #3 (permalink)
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Default Re: Olannon's Tactica Part I: Vespid

whats there background if any?
~good hunting
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Old 06 Mar 2006, 00:42   #4 (permalink)
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Default Re: Olannon's Tactica Part I: Vespid

Quote:
Olannon a nice intro to the Vespid.

You say they are fast, how fast are they?
Thanks you! I say they are fast, yes I do. I could not tell you how fast, because that would be breaking the rules of this forum. However, suffice is to say, provided they don't shoot, they are faster than assault marines.

Quote:
I read an article earlier about the aggressive commander with the retro boosters of something like that. Do you envisage the Vespid being a good supporting option for this commander, as they can move so fast?
That commander is indeed pretty cool. The Vespid would be a good addition to him since they add a lot of AP3 firepower, and he can usually take out some of those (CIB, plasma). If your commander is tooled up to fight power armour, I'd say Vespid might be a good call to bring along. Bear in mind though, this depends on your playing style.

Quote:
Keep these tactics coming I love them.
Oh believe me, you will be seeing tactics now that the new Codex has hit the shelves

Quote:
whats there background if any?
Check out the GW UK website, Tau Empire, miniature gallery, Vespid. It is a little piece of fluff there, the rest is in the 'dex as far as I know

~Olannon
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Old 06 Mar 2006, 00:48   #5 (permalink)
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Default Re: Olannon's Tactica Part I: Vespid

i like this article but the one thing that really boils me is that very soon there is going to be a n00b who just opens a thread on this same subject and it will stay there forever clouding the minds of random people :'( oh well im guessing that they move like bikes without the invulnerable save bit huh
 
Old 06 Mar 2006, 06:29   #6 (permalink)
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Default Re: Olannon's Tactica Part I: Vespid

Nice tactica, I may just get some vespids now.

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Old 06 Mar 2006, 07:01   #7 (permalink)
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Default Re: Olannon's Tactica Part I: Vespid

They fight better than tau in cc. You forget to mention they have [edited].
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Old 06 Mar 2006, 07:13   #8 (permalink)
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Default Re: Olannon's Tactica Part I: Vespid

Quote:
Originally Posted by chicop76
They fight better than tau in cc. You forget to mention they have [edited].
If you didn't realise, theres a sticky topic saying not to post any stats etc from the new codex. - http://forums.tauonline.org/index.php?topic=19026.0

This thread doesn't appear to contain any giveaway information.. so it's fine by me.
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Old 06 Mar 2006, 07:29   #9 (permalink)
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Default Re: Olannon's Tactica Part I: Vespid

nice tactica! but are it realy sure that they can be guided by markerlights? i mean,kroot cant
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Old 06 Mar 2006, 07:30   #10 (permalink)
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Default Re: Olannon's Tactica Part I: Vespid

Quote:
Originally Posted by Olannon
[i]With the new Tau Empire codex out, it is time to revise our former tacticas, and make some new ones for our new , they donít have the speed of the Vespids. And, not to forget, the speed of the Vespid in close combat will sometimes assure you that the last guy falls before he can strike back. If 9 Vespid assault, 1 marine goes down (on average), and this can really be helpful.
  • The purpose of the Vespid will mostly be up to yourself, as it is your army. However, there are areas where they shine, and areas where they are truly a waste of points. Vespids are fast, not resilient, have firepower, not cc abilities. Their purpose will, no matter what, fill a role in the army.

I'm sorry. I thought it was OK to say that since I didn't put a number or actual stat. I just didn't agree on that issue a bit that's all.

I don't see why you couldn't use them in assault after the shooting phase is done that's all.

But I'll leave it at that. Besides he does hit all the points very well without giving away any information.
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