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A few questions
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Old 08 Jun 2006, 02:16   #1 (permalink)
Shas'Saal
 
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Default A few questions

OK guys... i have a fuew questions that need some answers and since u guys are the best tau minds in the business... it only makes since to ask u :-\

question 1.
can the devilfish be brought separately???
what i mean is can you just by a devilfish by its self???

question 2.
if so, can you put sting wings in them???
if you can do this, why not have a full team inside one as protectsion???

question 3.
what would be better (in Ur opinion) fire warriors with pulse rifles in a devilfish, fire warriors with pulse rifles standing back and shooting, fire warriors with pulse carbines in a devilfish or fire warriors with pulse carbines running around the broad by them selves???
i just got my 3rd box of troops and need to know what to give them, i already have 2 squads with pulse rifles (1 in a devilfish and the other on foot)

question 4.
shod i get any kroot or sting wings???
so far i have a 1800 pts meck tau army that just has normal tau, and I've been told to get some but should i consider it???
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Old 08 Jun 2006, 02:29   #2 (permalink)
Shas'Vre
 
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Default Re: tau Q&A (answers needed)

1- no devilfish by itself

2- no transport for the stingwings

3- fire warriors with pulse carbine should walk, and rifles shouldn't, otherwise, all other configs have their own merits. Test their style of play for fit.

4- kroot and stingwings have their uses, you should get them, but save the kroot ox for later b/c they are not as essential if you have any msl pods running around.
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Old 08 Jun 2006, 02:53   #3 (permalink)
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Default Re: tau Q&A (answers needed)

1. no, it is a transport and as such must be bought for a unit.

2. no, they are not allowed to take transports period.

3. personally I feel that the pulse rifles are the best and it is good to mount them, however there is something to be said about a unit of pulse carbines with EMP grenades swooping in on a devilfish, only to blow up your opponents tanks and then pin their troops as they exit.

4. I feel that kroot are a very good unit, although not perfect and also not mandatory. As far as the stingwings are concerned, I have yet to fully make a decision on them.
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Old 08 Jun 2006, 04:28   #4 (permalink)
Shas'Saal
 
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Default Re: tau Q&A (answers needed)

Quote:
Originally Posted by wernejo
OK guys... i have a few questions that need some answers and since u guys are the best tau minds in the business... it only makes since to ask u :-\

question 1.
can the devilfish be brought separately???
what i mean is can you just by a devilfish by its self???

question 2.
if so, can you put sting wings in them???
if you can do this, why not have a full team inside one as protectsion???

question 3.
what would be better (in Ur opinion) fire warriors with pulse rifles in a devilfish, fire warriors with pulse rifles standing back and shooting, fire warriors with pulse carbines in a devilfish or fire warriors with pulse carbines running around the broad by them selves???
i just got my 3rd box of troops and need to know what to give them, i already have 2 squads with pulse rifles (1 in a devilfish and the other on foot)

question 4.
shod i get any kroot or sting wings???
so far i have a 1800 pts meck tau army that just has normal tau, and I've been told to get some but should i consider it???
The other guys nailed the first two, so...
3 I play mech tau, therefor the answer from me is either pulse rifles or carbines in a devilfish. I would say rifles, as it gives you so much more flexibility and power. True, you have to be better at judging 12" when FOFing and lose the pinning abilities, but IMO the trade offs are worth it. If you can crush an enemy you don't need to pin it. :funny:

However, I have a bias. I have only rarely used carbines in proxying. Also, I have been doing FOF for a while, and it takes a while to learn distance, which (I don't know) you may or may not be good at, so the pains of losing a firewarrior squad to assault has faded in my memory.

4 I Love my kroot, so my answer is yes. They can be incredibly usefull. Infiltrating, charging, mass firepower- it's great, and a welcome change of pace from the rest of my mech Tau. One of my favorite maneuvers is infiltrating kroot as a lure. Then I use a commander with an AFB and twin linked missile pods as well as a FOF to annihilate the enemy after they have been weakened by the kroot, who draw back once the enemy gets <12" away. Mm mm, Kauyon goodness. ;D

Hope that's helpfull,
Shas 'El Ukos
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Old 08 Jun 2006, 08:01   #5 (permalink)
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Default Re: A few questions on transports.

Quote:
Originally Posted by wernejo
question 1.
can the devilfish be brought separately???
Nope
Quote:
Originally Posted by wernejo
question 2.
if so, can you put sting wings in them???
Nope
Quote:
Originally Posted by wernejo
question 3.
what would be better (in Ur opinion) ...)
I like putting 8 PR and 4 PC into a devilfish. If you have a full squad of PC I'd leave them to do the foot work. With a full unit of PR I'd either sit back and shoot, or mount them up in a devilfish.
Quote:
Originally Posted by wernejo
question 4.
shod i get any kroot or sting wings???
I've used kroot quite a bit, but haven't put together my Vespids yet. Both are unique units, so I'd say its a good buy. They both give you more options, and bring something different to the army which can be refreshing and fun, even if they don't preform too well on the table top. My kroot for instance always die, or fall off the table. But they also always take the brunt of any assaults (against SMs mostly) which is what I need them to do. They may not win, but they always keep help tie up my opponents assault troops and keep my own Tau out of HTH.
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Old 08 Jun 2006, 08:43   #6 (permalink)
Shas'Saal
 
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Default Re: A few questions on transports.

OK then...

if i tack a squad of kroot, what should i give them and how many should i get???

also...

if i was to take a squad of fire warriors with pulse carbines what should i give them???
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stranger, i bid you greetings in the name of the tau.
If you are reading this then you will have encounter one of our messenger drones and there for a spacefaring race.
soon you will see more evidence of us, this is no cause for alarm. so be operable and join our case of the greater god, a good that will unite the races of the universe.

our advanced research has concluded the fowling things
1. all good things come to an end
2. the universe doesn't end there for it is evil
3. the grater good will die, so enjoy it while it lasts
4. George bush will be the president of the USA for ever and ever
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Old 08 Jun 2006, 08:55   #7 (permalink)
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Default Re: A few questions on transports.

Quote:
Originally Posted by wernejo
if i tack a squad of kroot, what should i give them and how many should i get???
Hounds.


This seems an appropriate thread to ask. Do you have to stay in coherency to your transport?


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Old 08 Jun 2006, 10:53   #8 (permalink)
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Default Re: A few questions on transports.

there is no rule that you have to stay in unit coherency with your transport when you buy it for a squad. in fact one of my favorite tactics with my pathfinders is to use it to drop them off and then run it elsewhere on the board, basically making a pincer attack with just one unit.

as for kroot, mine consist of 19 kroot, one shaper, and 6 kroot hounds (although I do plan on getting 6 more). the only thing that I don't get with the unit is the upgraded save which is worthless, and the krootox which takes away my infiltrating.
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Old 08 Jun 2006, 11:01   #9 (permalink)
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Default Re: A few questions on transports.

Vespid are extreamly useful. They may not cause extream amount of damage, but say S5 AP3 to a Space Marine player, and they will do anything they can to kill them. However, you can stop this using there immense speed, and by sitting them in cover (after running!) They are best used to finesh off thoselittle annoying units, and are brillient for taking out devestator type units. They do have uses againsdt other armies, although not as effecient. Oh... and they work wonders (as everything does!) with a pathfinder unit to remove cover saves and increase Bs. If you realy need to they can be sent into combat as there high I lets them attack first against nearly anything. However, this is highly inadvisable, and only insituations when it removes you from being shot, and the enimy squad must not be too big.
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Old 08 Jun 2006, 17:14   #10 (permalink)
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Default Re: A few questions on transports.

You don't even have to deploy next to your transport or in it!

Kroot should be 10 with nothing, or 20 with nothing or shaper for leadership. Maybe hounds.

Quote:
if i was to take a squad of fire warriors with pulse carbines what should i give them???
Pulse rifles. =p Seriously, leave the carbines to the drones who can use them better for only 2 points more. You can also put both weapons on the model, (one on the backpack) leaving you free to use whichever you choose (provided you list what the squad is using in the army list beforehand! You only get one weapon in a game.)
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