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Pulse carbine squad
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Old 22 Apr 2007, 21:57   #1 (permalink)
Shas'La
 
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Default Pulse carbine squad

I was thinking of making a squad of about 8 - 10 firewarriors equipped with pulse carbines, Photon grenades, and EMP grenades. Their mission would be to either mess with the opponent by drawing attention by being aggressive, tying up units, or if they are ignored to go for target like vehicles or try and pin infantry.

What do you think? Waste of points? Doesn't work? Could work?
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Old 22 Apr 2007, 22:50   #2 (permalink)
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Default Re: Pulse carbine squad

I have been toying with a similar idea. It just doesn't seem to fit in with my army as I play Mech. Still as a harrasment squad it should do well. Sort of advance up to 18" and then back up. The problem being that if you can shoot a unit next turn the can rapid fire you. Also i=the squad only causes one pinnng check.
Try it and tell me how it works.
Another note Drone squads perform this role well and can jsj (can't take emp though)
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Old 22 Apr 2007, 23:56   #3 (permalink)
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Default Re: Pulse carbine squad

Drones can move faster, so probably fit the role of harrasment units better. If your going to stick EMPs on them, I sugget making them dedicated vehicle hunters, maybe tryto have them attack rear armor with the carbines, then assault with EMPs. Their's nothing quite like watching a land raider run from a handful of FWs, ;D.
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Old 23 Apr 2007, 00:03   #4 (permalink)
Shas'Saal
 
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Default Re: Pulse carbine squad

I don't like that. FW are too slow and fragile. With the pulse carbine, they loose their best atribute: range.
Drones does a great job a poping in and out and inflicting casualties with their twin linked pulse carbines. IMO, FW need to stay back or keep up with their devilfish, and not attemp to go under 18" on the ennemie. Drones are better in CC than FW hehe.
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Old 23 Apr 2007, 00:10   #5 (permalink)
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Default Re: Pulse carbine squad

True of dedicated FW's would be more dangerous to enemy infantry, and cheaper. If you want to take vehicles out, use the best solution Battlesuit Missile pod's and Rail Guns.
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Old 23 Apr 2007, 01:33   #6 (permalink)
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Default Re: Pulse carbine squad

Waste o' points. Photon grenades aren't as useful as you would think they are unless your FW's get assaulted left and right, and EMP grenades make your fire warrios 15 points each and they have to charge the enemy to use them. Maybe useful agaisnt a vehicle-heavy army, or at close quarters. Also, with carbies, your rate of fire is halved. Yes, you can move and shootbut if you don't want to get assaulted you'll be moving back and shooting.

As harassment, get Gun Drones. They have twice the speed and maneuverability, and if you paint them in an unobtrusive scheme, an innattentive opponant might not notice them among the swarms of FWs/Battlesuits/Tanks that are blowing the crap out ofhim. Hopefully.
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Old 23 Apr 2007, 04:33   #7 (permalink)
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Default Re: Pulse carbine squad

Ive played with this stuff a bit...and Ive concluded that photon grenades are pointless. Frankly, when my FW get hit, I mentally write them off as a loss. If they kill something before they die, that's a bonus. In any case, I do NOT want them surviving only to die on my turn. Massacre + movement + charge = no shooting at said CC unit until it eats more valuable infantry.

Emp grenades are good...but highly, highly situational. Most games they simply won't do anything for you, as FWs tend to die to shooting rather rapidly if out of cover, and it's a rare opponent that wants his armor anywhere close to tau. Against many vehicles, you're simply better off trying to rapid-fire the side/back with rifles, too. In general though, tau has plenty of better way to down vehicles. Why rely on meleeing it with infantry?

Basically, you're just making a target for your opponent...he'll kill it rapidly if it's a threat, then move on.

Carbines...use them if you'll have to move often, and dont expect to rapid fire. Or if your opponent is highly vulnerable to pinning. Realistically, I never use the buggers. Id rather rapid fire and hope to destroy them all than kill half as many and run a bit. As previously mentioned, drones are better at hitting and running than carbine equipped firewarriors, and honestly, fast attack isnt a hot commodity for tau.
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Old 23 Apr 2007, 10:20   #8 (permalink)
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Default Re: Pulse carbine squad

its a huge points sink when something else can do it better. id have to say gun drones, and why has already been pointed out. grenades are useless. even storm troopers with meltabombs are highly inefficient.
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Old 23 Apr 2007, 16:32   #9 (permalink)
Shas'El
 
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Default Re: Pulse carbine squad

Quote:
Originally Posted by Ka-No-Bushi
I was thinking of making a squad of about 8 - 10 firewarriors equipped with pulse carbines, Photon grenades, and EMP grenades. Their mission would be to either mess with the opponent by drawing attention by being aggressive, tying up units, or if they are ignored to go for target like vehicles or try and pin infantry.

What do you think? Waste of points? Doesn't work? Could work?
I'm replacing two tanks with two such squads. I used one in my exp. list last Saturday, and it works sort of wierd. Needs refining, but Tau rushing towards objectives causes pause from the start. Covering fire kept them alive for 4 turns, but the enemy certainly focused his will upon them; of course I won the game because of their sacrifice

I will delete all tanks from my army in favor of 2 carbine squads and an extra crisis team armed with TLFB and TA, 'ui w/target lock to deep strike.

W
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Old 23 Apr 2007, 17:32   #10 (permalink)
Shas'Saal
 
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Default Re: Pulse carbine squad

I reccomend making one squad of firewarriors in your devilfish FOF tactic with carbines. It can be used very effectively to pin an unwanted enemy squad.

Here is an idea for you. make your ethereal honor guard carbiners in the FOF, since they have a good BS, they have a better chance to deal a wound that won't be saved. With enough supporting markerlights you can all but garentee one squad will be pinned.
They also lend themselves very well to the FOF because their weapons have an 18 inch range, giving you a much greater birth of range for the fire warriors from the enemy. Namely, unwanted heavy flamers don't tend to bother you
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