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Kill-Teams: Arming and equipping
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Old 08 Jan 2005, 17:54   #1 (permalink)
Kroot Warrior
 
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Default Kill-Teams: Arming and equipping

Now that I've got Codex: Tau and my first miniatures to make a Fire Warrior Kill-Team (starting small and building slow), there's the slight puzzle of how to equip them. There's 160 points to play with... how would you do it?

Fluff-wise, one of the things I wanted to do initially was have a Kroot and a Kroothound as part of the team in jungle missions. They'd act as scouts, in a way. It made sense to me to make use of the Kroot's fieldcraft and a hound's sense of smell. So there wouldn't be any particular benefit to be gained apart from it looking cool, and they'd be pretty useless without being able to break unit cohesion... but there we go.

But there are other options. Grenades? Pulse carbines or rifles (to pin or rapid fire?)? Target locks? Drones? A basic Fire Warrior kill team could be just an ordinary squad... would you field them as is or throw out some extra bits and bobs?

I'm building (and moderately converting) each slowly... getting used to the old modelling skills again. It's been so long that I need this time to get refreshed... I'm not rushing
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Old 08 Jan 2005, 18:10   #2 (permalink)
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Default Re: Kill-Teams: Arming and equipping

I'm more in favour of pathfinders as a killteam (and the ML arent heavy IMO so theres no problem, and a good opponent wont nitpick when the ML cant do anything at all, seriously, they have 0 use)

but looking at it, you'd be wanting as many carbines as possible to keep on the move and due to the 12 man limit (do you count drones or not? IMO theyre wargear as they come from the armoury) you'll be wanting some upgrades.
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Old 08 Jan 2005, 19:42   #3 (permalink)
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Default Re: Kill-Teams: Arming and equipping

From what I understand from my limited exp and from what people have said when I brought up a similar topic, the drones do count as models towards the 12. I also disagree with the carbines, go rifles, fire as seldom as possible, and only when forced to(as within 12", which (hopefully) is still outside spot range. I also take a kroot, but not a kroot hound, they don't seem like they are worth it when you opponent gets another brute squad and 10 boss points for them. A kroot tracker doesn't need a hound(mine is also my fluff scout)
You might also consider a rail rifle pathfinder. I like the whole sniper in the squad deal fluff wise, and the assassination mission is really cool if you make all you ld tests and snipe the target 1st turn(dirty I know, but it was awesome)
I also suggest the photon grenades as they at least give the tau a chance to do some damage in cc
I pry built my squad on to much fluff, but I am in it to have fun so...
Best of luck
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Old 08 Jan 2005, 19:58   #4 (permalink)
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Default Re: Kill-Teams: Arming and equipping

Quote:
Originally Posted by dizzygamer(on Holiday,6 weeks)
I'm more in favour of pathfinders as a killteam (and the ML arent heavy IMO so theres no problem, and a good opponent wont nitpick when the ML cant do anything at all, seriously, they have 0 use)
I'm assuming that if you take a Pathfinder squad for a kill-team, you don't need to take the Devilfish? O0
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Old 08 Jan 2005, 20:00   #5 (permalink)
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Default Re: Kill-Teams: Arming and equipping

you assume right! id never thought about that but it makes perfect sense seeing as its no vehicles, some rule issues like the drones aren't specified and the rulebook admits this, it instead asks you and your oppoenent to sit down and work out whats logical together.
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Old 08 Jan 2005, 20:30   #6 (permalink)
Shas'O
 
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Default Re: Kill-Teams: Arming and equipping

'm of the opinion that it makes perfect sense that since they're wargear they dont count.

and I'd go something like

8 Pathfinders
-Shas'ui
-RR
-'Nades
-drone controller+2drones
2 Kroot

very cool and fluffy IMO

or you could do.

12 FW
-Shas'ui
-Drone controller and 2 gundrones
-'Nades

both are 2 or 3 points over but theyre not too bad.
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Old 08 Jan 2005, 22:53   #7 (permalink)
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Default Re: Kill-Teams: Arming and equipping

Quote:
Originally Posted by dizzygamer(on Holiday,6 weeks)
8 Pathfinders
-Shas'ui
-RR
-'Nades
-drone controller+2drones
2 Kroot
Ohhhh I like..... ;D I think that woul be the way I'd go but 3 RR's
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Old 09 Jan 2005, 03:55   #8 (permalink)
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Default Re: Kill-Teams: Arming and equipping

I'll suggest you to try Pathfinder/FW /w Ork Fighter upgrade.
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Old 09 Jan 2005, 08:21   #9 (permalink)
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Default Re: Kill-Teams: Arming and equipping

thats probably just a bit too expensive if you give them ork fighter upgrades, the pathfinders soud a good option to me although if im right i think you can mix squads? so id have a few kroot to give the team a littlle extra cc punch.
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Old 09 Jan 2005, 09:24   #10 (permalink)
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Default Re: Kill-Teams: Arming and equipping

You can mix squads, but each new squad required to allow model addition is 10 pts for goon boss and a goon squad.
3 RR's is a bad idea, as it breaks the immutable law of 1 heavy weapon(doubt opponent will let this slide like ML) I like it, but the bonuses to opponent would be brutal
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