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New Commander Strategies - 2 ideas
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Old 12 Mar 2007, 20:41   #1 (permalink)
Shas'La
 
Join Date: Mar 2007
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Default New Commander Strategies - 2 ideas

You probably will have seen the new commander and his weapons, but none has done any strategies for them. So, I intend to just explore 2 different ideas to use him and his new weapons and high BS.

[size=10pt]Anti-Swarm Commander[/size]
::Cyclic Ion Blaster
::Burst Cannon
::Other
Hard-wired Multi-tracker

This is a killer against anything that comes in swarms and has low armour save, *cough*tyranidgauntsandguardsmen*cough*. The combined Ion Blaster and Burst Cannon means you are firing 8 shots per turn, with the possibility of the Ion Blaster scoring AP1, which could help against some lighter vehicles. The commanders high BS means most of those shots will hit, guaranteeing multiple kills. This setup has a short range, but you are not truly in danger of getting charged thanks to the battlesuits jump ability. I gave you an empty slot to use, but I reccomend a Command and Control Node, which means your commander can hop around to support ailing and fleeing squads.

[size=10pt]Heavy-Weapons Commander[/size]
::Airbursting Fragmentation Launcher
::Fusion Blaster
::Missile Pod
Hard-wired Multi-tracker

A mostly offensive character, this setup is designed to take on troublesome walkers, smaller units and vehicles. The multiple anti-vehicle weapons will present a frightening array for an enemy who loves his vehicles, but the short range of the Fusion Blaster means you may liable to get charged by enemy supporting jump-units and "cavalry" if you get in close, even if you assault move out of the way. The commander's madly high BS means you shouldn't have to worry about muffing a shot. The Frag Launcher is a STR4 template weapon, so a Tyranid player will soon find his 'Stealers Extended Carapace is going to waste. The multiple ranges mean the Commander can attack almost anyone from almost anywhere, making this guy extremely versatile and more than a simple "heavy weapons" unit.

One final point - ALWAYS TAKE A HARD-WIRED MULTI-TRACKER FOR CRISIS SUITS! It costs very little and frees up an extra spot for weapons or support systems. This is invaluble, and can present many scary choices for you to deploy.
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Old 12 Mar 2007, 20:55   #2 (permalink)
Shas'Ui
 
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Default Re: New Commander Strategies - 2 ideas

i like those tactics, they seem pretty good.
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Old 12 Mar 2007, 20:56   #3 (permalink)
Shas'O
 
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Default Re: New Commander Strategies - 2 ideas

Quote:
Heavy-Weapons Commander
::Airbursting Fragmentation Launcher
::Fusion Blaster
::Missile Pod
Hard-wired Multi-tracker


A mostly offensive character, this setup is designed to take on troublesome walkers, smaller units and vehicles. The multiple anti-vehicle weapons will present a frightening array for an enemy who loves his vehicles, but the short range of the Fusion Blaster means you may liable to get charged by enemy supporting jump-units and "cavalry" if you get in close, even if you assault move out of the way. The commander's madly high BS means you shouldn't have to worry about muffing a shot. The Frag Launcher is a STR4 template weapon, so a Tyranid player will soon find his 'Stealers Extended Carapace is going to waste. The multiple ranges mean the Commander can attack almost anyone from almost anywhere, making this guy extremely versatile and more than a simple "heavy weapons" unit.
That is worth repeating.

Yes I would agree completely except for the fusion blaster option. I would prefer to run a shield generator with my Shas'el. It increases the survivability of the unit because you will be making at least two shots each turn and keeping the missiles flying helps keep heads down. Plus against 'nids that unit is murder, quite literally.

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Old 12 Mar 2007, 21:04   #4 (permalink)
Shas'O
 
Join Date: Oct 2006
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Default Re: New Commander Strategies - 2 ideas

Quote:
Originally Posted by The Deleter
You probably will have seen the new commander and his weapons, but none has done any strategies for them. So, I intend to just explore 2 different ideas to use him and his new weapons and high BS.

[size=10pt]Anti-Swarm Commander[/size]
::Cyclic Ion Blaster
::Burst Cannon
::Other
Hard-wired Multi-tracker

This is a killer against anything that comes in swarms and has low armour save, *cough*tyranidgauntsandguardsmen*cough*. The combined Ion Blaster and Burst Cannon means you are firing 8 shots per turn, with the possibility of the Ion Blaster scoring AP1, which could help against some lighter vehicles. The commanders high BS means most of those shots will hit, guaranteeing multiple kills. This setup has a short range, but you are not truly in danger of getting charged thanks to the battlesuits jump ability. I gave you an empty slot to use, but I reccomend a Command and Control Node, which means your commander can hop around to support ailing and fleeing squads.
I would take either a plasma rifle, or a missile pod as the other option.
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Old 12 Mar 2007, 21:32   #5 (permalink)
Shas'El
 
Join Date: Jul 2006
Location: Austria
Posts: 3,435
Default Re: New Commander Strategies - 2 ideas

Quote:
Originally Posted by The Deleter
You probably will have seen the new commander and his weapons, but none has done any strategies for them. So, I intend to just explore 2 different ideas to use him and his new weapons and high BS.

[size=10pt]Anti-Swarm Commander[/size]
::Cyclic Ion Blaster
::Burst Cannon
::Other
Hard-wired Multi-tracker

This is a killer against anything that comes in swarms and has low armour save, *cough*tyranidgauntsandguardsmen*cough*. The combined Ion Blaster and Burst Cannon means you are firing 8 shots per turn, with the possibility of the Ion Blaster scoring AP1, which could help against some lighter vehicles. The commanders high BS means most of those shots will hit, guaranteeing multiple kills. This setup has a short range, but you are not truly in danger of getting charged thanks to the battlesuits jump ability. I gave you an empty slot to use, but I reccomend a Command and Control Node, which means your commander can hop around to support ailing and fleeing squads.
Alrigh, let`s start with this one: I dislike using BCs on Crisis, because, honestly, STR5 shots are what Stealths and Firewarriors are there for. But it`s up for your personal preference to use it.
The only qualms I have is with AP 1 helping againsg vehicles - would be true, if the STR of the CIB wouldn`t be so terribly bad - you can`t even glance vehicles with AV 10!
I really prefer cheaper units for STR 5 fire, and I dislike the CIB as a whole, because it`s too unreliable for my liking.

Quote:
[size=10pt]Heavy-Weapons Commander[/size]
::Airbursting Fragmentation Launcher
::Fusion Blaster
::Missile Pod
Hard-wired Multi-tracker

A mostly offensive character, this setup is designed to take on troublesome walkers, smaller units and vehicles. The multiple anti-vehicle weapons will present a frightening array for an enemy who loves his vehicles, but the short range of the Fusion Blaster means you may liable to get charged by enemy supporting jump-units and "cavalry" if you get in close, even if you assault move out of the way. The commander's madly high BS means you shouldn't have to worry about muffing a shot. The Frag Launcher is a STR4 template weapon, so a Tyranid player will soon find his 'Stealers Extended Carapace is going to waste. The multiple ranges mean the Commander can attack almost anyone from almost anywhere, making this guy extremely versatile and more than a simple "heavy weapons" unit.
The AFP on a model with BS 4 or five is, imo, a waste of points, since it hits independently from BS. Besides, it`s an anti-infantry weapon, and combining an anti-infantry weapon with tank-hunting weapons is, most of the time, a bad idea (especially since you have to shoot at the same target). Tau work best specialised.
If you want an alround-Commander try PR(or FB) and MP.

Quote:
One final point - ALWAYS TAKE A HARD-WIRED MULTI-TRACKER FOR CRISIS SUITS! It costs very little and frees up an extra spot for weapons or support systems. This is invaluble, and can present many scary choices for you to deploy.
I assume you`re talking about Commander suits and/or Teamleaders/Vres, as normals Crisis suits can`t take hardwired weaponry.

When it comes to "normal" Crisis suits, I personally advise you to TL your weapons and add a TA - the accuracy skyrockets, and you`re bound to hit with your weapons no matter what. Shooting two weapons is fine, but when you look at the Crisis weapons, you`ll notice that they are meant for very different sorts of targets. Mounting two weapons, and shooting both at a target means that at least one weapon isn`t shooting at its intended target, effectively wasting the shot. And then there`s of course the chance that the weapin which is perfect for your target misses (50% chance...).
TL solves both problems in a very elegant way, and I can only advise you to try it out once. You won`t be disappointed.
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Old 13 Mar 2007, 00:07   #6 (permalink)
Shas'Saal
 
Join Date: Sep 2006
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Default Re: New Commander Strategies - 2 ideas

Quote:
I really prefer cheaper units for STR 5 *cough* fire, and I dislike the CIB as a whole, because it`s too unreliable for my liking.
I hope that's a typo ...


Otherwise, I don't see this as incredibly 'new' myself. It's always good to rehash ideas, but these seem really basic in the 'not often considered' category. Not that it hurts anybody - contrarily, I'm sure it's nicer for new forum users - I just don't think it's that insightful.
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Old 13 Mar 2007, 05:23   #7 (permalink)
Shas'El
 
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Default Re: New Commander Strategies - 2 ideas

Quote:
Originally Posted by Arctic Lancer
Otherwise, I don't see this as incredibly 'new' myself.
I have to agree. Good work with comming up with ideas, but the 1st set up is pretty basic, and the 2nd one is expensive and in-efficent. Try expanding on the commanders, like how you would use it in an army, or how they would be integral for a certian strategy/tactic, then you'll have a good article.
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