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Tau Kill Team
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Old 09 May 2006, 09:02   #1 (permalink)
Shas'La
 
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Default Tau Kill Team

What do you guys think of a tau kill team, such as this:

8 Firewarriors
1 Shas'ui, drone controller, 2 markerdrones

160 points.
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Old 09 May 2006, 16:24   #2 (permalink)
Kroot Shaper
 
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Default Re: Tau Kill Team

2 things:

1) that should be 170 points, not 160
2) imo, thats WAY too much for 1 squad w/o a dfish...60 points on markerlights that hit on 5s? jeez...thats just risky
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Old 09 May 2006, 16:28   #3 (permalink)
Shas'Ui
 
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Default Re: Tau Kill Team

Quote:
Originally Posted by smasher32
2 things:

1) that should be 170 points, not 160
2) imo, thats WAY too much for 1 squad w/o a dfish...60 points on markerlights that hit on 5s? jeez...thats just risky
The Marker Drones have a BS of 3. I would rather save the points and just go with all pulse carbines and EMP grenades (if needed)
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Old 09 May 2006, 18:29   #4 (permalink)
Shas'La
 
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Default Re: Tau Kill Team

Quote:
Originally Posted by smasher32
2 things:

1) that should be 170 points, not 160
2) imo, thats WAY too much for 1 squad w/o a dfish...60 points on markerlights that hit on 5s? jeez...thats just risky
You cannot have a devilfish in kill team.


Quote:
Originally Posted by KCKitsune
I would rather save the points and just go with all pulse carbines and EMP grenades (if needed)
You are suggesting a larger squad, no drones and all carbines, instead? If so, what is the logic? I think the range of the pulse rifle is superior to every other gun in kill team - therefore it should give you a very good advantage and a very efficient but not cheesy kill-team.
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Old 09 May 2006, 19:12   #5 (permalink)
Shas'Saal
 
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Default Re: Tau Kill Team

What about using Vespids for Kill Team . . .
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Old 09 May 2006, 19:44   #6 (permalink)
Shas'Saal
 
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Default Re: Tau Kill Team

Not everyone wants to use vespid. Even if they rock, some people like to vary from the most effective build. After all, we don't all play space marines....

Markerlights in kill team are a waste. The thing is, even networked markerlights work best when used to guide a different squads firepower. The whole point of the markerlight is to increase the efficientcy of the right weapon against the right opponent, giving you more flexibility. In kill team, you only have one squad at all, and your opponents don't very much either. So the purpose of the markerlight (increased flexibility) is moot. You are much better off just taking more models.

For example, each of those marker drones could instead be 3 fire warriors. Does one marker drone add more to your build than 3 fire warriors? I think any way you slice it, the answer will be no.

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Old 09 May 2006, 20:10   #7 (permalink)
Shas'Vre
 
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Default Re: Tau Kill Team

Well, let's run the mathhammer on this team for 2 kill team scenarios: Marines, and Imperial Guard. Both scenarios assume that the teams are fireing from 12 inches away. (remember the rules of kill team- the team may have no more than 10 members)

Kill team 1: 8 Firewarriors (pulse rifles), 2 Marker Drones
Kill team 2: 10 Firewarriors (pulse caribines)

1. Marines.
Kill team 1:
Markerlights hit on a 4+, giving you a 50% chance- so 1 markerlight hit.
8 Firewarriors rapid fire for 16 shots (firing at BS 4 from the markerlight) hit on a 3+, so you get 10.66 hits
Marines make 3+ saves, meaning you only kill 1.77 (2 if you're lucky)
The remaining marine would sound the alarm, and stand a good chance of doing some damage in an assult.

Kill Team 2:
10 Firewarriors hit on a 4+, giving you 5 hits.
Marines make 3+ saves, so you get 3.55 kills
This should wipe out the brute squad.

2. Imperial Guard.
Markerlights hit on a 4+, giving you a 50% chance- so 1 markerlight hit.
8 Firewarriors rapid fire for 16 shots (firing at BS 4 from the markerlight) hit on a 3+, so you get 10.66 hits
Guard (assuming no carapace armor) get no saves, so all 3 die. (in a massive hail of gunfire)

Kill Team 2:
10 Firewarriors hit on a 4+, giving you 5 hits.
Guard (assuming no carapace armor) get no saves, so all 3 die.


Conclusions:This appears to show that using markerdrones and pulse rifles gives you a much better chance when fighting MEQ's. Remember, there is no overkill, there is just "open fire!" and "I need to reload".

In anycase I would reccomed taking silencers for the Firewarriors, since that will help deny a klaxxon counter the first time you open fire.
[sub]
Note: Mathhammer is not perfect. It is mearly a throretical model. In the real world, the dice gods have a say.
[/sub]
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Old 09 May 2006, 20:18   #8 (permalink)
Shas'Ui
 
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Default Re: Tau Kill Team

Quote:
Originally Posted by Silverwing
Quote:
Originally Posted by smasher32
2 things:

1) that should be 170 points, not 160
2) imo, thats WAY too much for 1 squad w/o a dfish...60 points on markerlights that hit on 5s? jeez...thats just risky
You cannot have a devilfish in kill team.


Quote:
Originally Posted by KCKitsune
I would rather save the points and just go with all pulse carbines and EMP grenades (if needed)
You are suggesting a larger squad, no drones and all carbines, instead? If so, what is the logic? I think the range of the pulse rifle is superior to every other gun in kill team - therefore it should give you a very good advantage and a very efficient but not cheesy kill-team.
The fact that if I need to I can run away at 6 inches a turn and still shootto 18 inches and not get charged.
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Old 09 May 2006, 21:39   #9 (permalink)
Shas'Vre
 
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Default Re: Tau Kill Team

no one will like to hear this as many of you are very anti kroot bu they are the best kill team especially if you use the mercanary list from the GW sight. very flexable.
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Old 10 May 2006, 07:24   #10 (permalink)
Shas'La
 
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Default Re: Tau Kill Team

Quote:
Originally Posted by Kiznti
Kill team 1: 8 Firewarriors (pulse rifles), 2 Marker Drones
Kill team 2: 10 Firewarriors (pulse caribines)

1. Marines.
Kill team 1:
Markerlights hit on a 4+, giving you a 50% chance- so 1 markerlight hit.
8 Firewarriors rapid fire for 16 shots (firing at BS 4 from the markerlight) hit on a 3+, so you get 10.66 hits
Marines make 3+ saves, meaning you only kill 1.77 (2 if you're lucky)
The remaining marine would sound the alarm, and stand a good chance of doing some damage in an assult.

Kill Team 2:
10 Firewarriors hit on a 4+, giving you 5 hits.
Marines make 3+ saves, so you get 3.55 kills
This should wipe out the brute squad.
10.66 hits causes less kills than 5 hits? I don't understand what you are doing, there. *shrug*
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