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What new unit makes the most difference to the Tau ?
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Old 02 Jul 2006, 01:48   #1 (permalink)
Shas'Vre
 
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Default What new unit makes the most difference to the Tau ?

what new unit makes the most of a difference in the tau ? and why

is it the sky ray sniper drone team ,vespid or piranha
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Old 02 Jul 2006, 02:21   #2 (permalink)
Shas'El
 
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Default Re: what new unit makes the most of a difference in the tau ?

Piranhas:
+First Tau vehicle model to be open topped.
+First Tau vehicle model able to be deployed in squads.
+First Tau vehicle model that is not a tank.
+First fast Tau vehicle.
+First Tau vehicle to host a fusion blaster.
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Old 02 Jul 2006, 02:45   #3 (permalink)
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Default Re: what new unit makes the most of a difference in the tau ?

Piranhas. We didn't have any FAST vehicles before. The Piranhas are an alternative source of drones, available in dangerously large squadrons (if you have the points) whether for armor-hunting or infantry and greatly improve our seekers by allowing for easier targetting of rear-armor.
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Old 02 Jul 2006, 05:15   #4 (permalink)
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Default Re: what new unit makes the most of a difference in the tau ?

As for a change in the way Tau can be played, I think Piranhas and Vespids are probably the biggest two, but I'd lean towads Piranhas.

Vespids are a big change because they help static armies against Marines, but we can pull that off already, so there's not that huge of a change there. It just makes Tau more effective at what they could already do.

Piranhas allow us to really add power to a force in ways that we never could before. Bringing in that extra shot from 24-30 inches away is something that we can make great use of. Not to mention it allows uan extra unit that contests corners for us so that we don't have to worry as much about getting our units into position to take corners and can concentrate more on shooting out enemy and allow our piranhas to take objectives. Not to mention for less than 200 points it gives you three units that can do this, and if you play right, they can't be taken down by bolters. Good deal for almost any army.
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Old 02 Jul 2006, 06:27   #5 (permalink)
Shas'Saal
 
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Default Re: what new unit makes the most of a difference in the tau ?

I would also agree that the piranha has made the most difference in the army lists. Its fast, can be used to kill infantry or armor, and it can free up a heavy support slot if you are using them for a tank hunter.

Although I am slightly biased because I have never used a sky ray before. Everyone I have talked to says it sucks but I think it can be devastating. I wish I had more time to play so I can try it. I dont think people give it much of a chance anymore.
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Old 02 Jul 2006, 15:06   #6 (permalink)
Shas'Ui
 
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Default Re: what new unit makes the most of a difference in the tau ?

The problem with the skyray is the slot it occupies.

For the same basic cost you could have an Ion-cannon Hammerhead with 2 seekers. You can put seekers on all vehicles too. Which means what you're really paying for is those two networked markerlights. Considering the cost of marker drones and seekers one could easily say the armored skimmer chassis you get to put them on costs roughly 5 points!

BUT... its heavy support. Just as broadsides, sniper drones, and Ion and Rail hammerheads. Where are you going to put it? Are you going to significantly reduce your armor-busting capacity by removing your precious broadsides? Are you going to replace one of your powerful and versatile tanks instead for a pair of markerlights?

That's the problem. It has a lot of potential for combined-arms tactics... but then you're most likely replacing a critical unit that would go PERFECTLY with the thing in the first place. Thus, you end up getting your markerlights elsewhere (pathfinders, Shas'Ui, sniper teams....)
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Old 02 Jul 2006, 19:08   #7 (permalink)
Shas'Saal
 
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Default Re: what new unit makes the most of a difference in the tau ?

Quote:
Originally Posted by Nova
The problem with the skyray is the slot it occupies.

For the same basic cost you could have an Ion-cannon Hammerhead with 2 seekers. You can put seekers on all vehicles too. Which means what you're really paying for is those two networked markerlights. Considering the cost of marker drones and seekers one could easily say the armored skimmer chassis you get to put them on costs roughly 5 points!

BUT... its heavy support. Just as broadsides, sniper drones, and Ion and Rail hammerheads. Where are you going to put it? Are you going to significantly reduce your armor-busting capacity by removing your precious broadsides? Are you going to replace one of your powerful and versatile tanks instead for a pair of markerlights?

That's the problem. It has a lot of potential for combined-arms tactics... but then you're most likely replacing a critical unit that would go PERFECTLY with the thing in the first place. Thus, you end up getting your markerlights elsewhere (pathfinders, Shas'Ui, sniper teams....)
Meh.... I still think it has a bad rep and can be used as effectively as anyother heavy support slot. What if you took a ion cannon, broadsides, and a sky ray. You could allivate some tank worries by adding a piranha or two. Then you could also load all the other vehicles with seeker missiles. So, then you would have like 10+ missile and an armored platform to shoot them from.
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Old 02 Jul 2006, 19:45   #8 (permalink)
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Default Re: what new unit makes the most of a difference in the tau ?

The joy of the sky ray is quite simple in it's bliss.

It has a payload of 6 S8 seekers. A hammerhead totting a railgun could only EVER get off 6 shots anyway. The skyrays payload can be offloaded in a single turn - if there are enough markerlights to go around. This can be devestating to an opponent if - should luck go your way - in the first turn 6 missiles blow up his transports, slowing him inexorably leaving him more open to fire from your other guns. All that while hiding behind a bush so that it can't get shot. How many of your hammerheads survive an entire 6 turn battle? Even once it's payload is off loaded, with networked guns, some seekers/burst cannons can be quite effective weapons and a tank could hold a quater, block an advancement or just plain take fire off your other troops. Quite indespensible really.
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Old 02 Jul 2006, 22:39   #9 (permalink)
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Default Re: what new unit makes the most of a difference in the tau ?

Quite an interesting question really and one that deserves some consideration. We have the Skyray, Vespid squads, Sniper Drones and the Piranha. All are very, very different and each has a different impact on the army as a whole so lets look at each.

The Skyray is a very interesting unit. It gives us our only and I mean only official source of markerlights. For those who have access to Forgeworld models and whos gaming community allows their use Tetras can also fill this role but for the rest of us the Skyray is what we have. Its primary weapon is not really a weapon either, two markerlights and 6 seeker missils. Then armed with a SMS system this is a tank armored like a Hammerhead that is not truly hampered by LOS constrictions as long as a few markerlights in the rest of the army are available. A scoring unit that can sit in a corner fairly unnaccessible to the rest of the battle firing off its guns without being seen. However despite that this vehicle takes up a heavy support slot, a heavy support slot that could be filled by 3 Sniper Drone teams, a Hammerhead or a team of Broadsides. Given the pure offencive power of those units finding space for something that fills more of a support role to the rest of the army and whos offencive power can vary greatly and has its limits on ammunition.

The Vespids are another new unit. These occupy a Fast Attack slot. They cary rather good weapons not bad for punching through marine armor. They are also fast and fairly good at navigating through difficult terrain which can be rather trecherous for our drones and battlesuits. On the flipside they arent exactly cheap and on a whole pretty fragile. Their speed can allow them to capture objectives and grab or contest table quarters late game but these guys arent really going to win many firefights on their own, they rely on the rest of the army to provide support they arent going to be very effective on their own when it comes to combat. Compared to other Fast Attack choices it isnt as independant, however with most Tau armies using few FA slots room isnt usually a problem given the available points Vespids can be a great addition to a force, but necessarily the best or the one with the most impact... not so sure about that.

Now we have the Sniper Drones. This unit fills a Heavy Support choice and we can only take one slot of them, however we can fit 3 teams into one HS slot. On top of that these teams consist of 3 drones armed with a Rail Rifle and with a moderate BS thanks to a slight upgrade and each team also includes a Spotter with a networked markerlight which means 50% of the time on average the 3 drones will hit on 3s and the other half of the time they hit on 4s. Not bad all around with a base cost thats not that expencive for the team. Ontop of that the whole team is equipped with a stealth field generator and all their weapons even the markerlight have a 36" range. Thats some pretty nice protection with the enemy having to roll to even see the things let alone hurt them. We can sit them far back from the action and direct fairly accurate ap 3 fire where its needed. These guys do have a downside though, with heavy weapons they arent moving much and they dont wear the heaviest of armor unlike broadsides. Plus these little guys arent going to be busting much armor something heavy support usually does. They are also not numerous with only 3 drones and a spotter per team they arent going to be able to take much fire before their gone. All in all a nice unit but again Im not sure if its the one that made the biggest difference after all we had Rail Rifles already with Pathfinders and static fire units arent new.

Lastly lets take a look at the Piranha. This is our first vehicle that is not a tank, its our first fast vehicle, its our first vehicle that can be taken in squadrons, its our first vehicle with a Fusion Blaster, thats a lot of firsts. This vehicle does not have the greatest armor, but what it lacks in pure AV it also has speed and as a skimmer the nifty protections all our other skimmers get. Plus each one of these caries a pair of gun drones and when in squadrons the detatched drones form their own gun drone squadron. We can take 5 to a unit and at 60pts base each vehicle really isnt a whole lot. Now compared to the Land Speeder varients and Vyper it may or may not win depending on equipment in a straight out fight but we can take them in larger squadrons and with decent armaments and slightly better armor its not bad in its own right. Using its speed this is a unit that can get up very close very quickly and unleash withering fire on a soft fire support unit such as guard heavy weapons teams or ork big guns or let rip with a volley of melta shots on rear or side armor of an enemies big bad tank. I know I hate having a Defiler, Leman Russ or Bassalisk sat in the corner where nothing else can get at it, well the Piranha can.

Alright now given all of that I would have to say the Piranha made the biggest difference. All the other units while good in themselves were not too big of a change, the Piranha however is something entirely new, and something completely different. Each can be used extremely well and the value of each is there, it would be hard to say one is better than the other. Still Id have to say that the Piranha made the biggest differance in the Tau forces. Our first none tank, our first fast vehicle and our first squadron vehicle. With all these firsts its hard to see how it couldnt be the unit to make the biggest impact.
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