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Commander Armament
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Old 26 Oct 2007, 21:12   #1 (permalink)
Shas'Saal
 
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Default Commander Armament

I have been reading all the posts regarding Crisis armament, at first I had decided on arming my Commander with the Fireknife combination, now after reading all the posts regarding this matter I'm not quite sure. I tend to favor a more aggressive approach for my army, so know I'm thinking of arming him in the Helios combination. Going to gear this army towards tournament play. So far I have a TL Plasma Rifle along with the following war gear HW Multitracker - HW Markerlight - HW Target Lock, I thought about dropping the HW Markerlight in favor of the Shield Generator. Any ideas from the tournament players.
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Your army appears refreshingly different, which in itself is a god-send; it suggests you actually give a damn about something other than winning, and that alone speaks volumes.
TAU BATTLE RECORD AS OF 3 FEB 08

LOSSES 1
DRAWS 3
SOLID VICTORY 8
CRUSHING VICTORY 4
VICTORIOUS SLAUGHTERS 2

ARMYS PLAYED AGAINST SO FAR,

BLOOD ANGELS - BLACK TEMPLARS - DARK ELDAR - ELDAR - NECRONS - TYRANIDS - DARK ANGELS - ORKS
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Old 26 Oct 2007, 21:48   #2 (permalink)
Shas'La
 
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Default Re: Commander Armament

hmm.. never heard of the HW markerlight.. are you thinking of a HW DC with a markerdrone?.. If you are you will no longer have an independent character and that can be dangerous.

I always pick the multitracker for my uits as it will enable me to fire two of my weapons. I usually use the fireknife combination and use a TL PR with a MP which gives me 2 strength 7 shots at 36" and a rerollable 24" shot with AP 2. If its not on a Shos'o I pick the targeting array for the extra BS.

Are you aiming for a shas'o or a shas'el?

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Old 26 Oct 2007, 21:50   #3 (permalink)
Kroot Warrior
 
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Default Re: Commander Armament

Hey XV88-2 Pilot. I've been getting very good results out of the following commander, he capable of putting some serious hurt on almost anything:

Shas'el with CIB, PR, TA, HW MT.

The other setup I run on my Commander is the same as above except changing the PR to a MP which increases his range and makes him more efficient at killing Guard equivalent units.

From my experience, markerlights are a bad idea on suits since they are heavy (i.e. you cant move).
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Old 26 Oct 2007, 22:06   #4 (permalink)
Shas'Saal
 
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Default Re: Commander Armament

OK here goes, I'm using a Shas'o for the HQ slot, the model is FW R'myr's model with the back spine from the XV84 suit (looks cool), can drop the Markerlight as it's a heavy and I won't be able to use JSJ, Markerlight was for staying stationary for turn 1 maybe turn 2 so he could mark targets until the battle field paints a good tactical picture for his use.
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Quote:
Originally Posted by Wargamer
Your army appears refreshingly different, which in itself is a god-send; it suggests you actually give a damn about something other than winning, and that alone speaks volumes.
TAU BATTLE RECORD AS OF 3 FEB 08

LOSSES 1
DRAWS 3
SOLID VICTORY 8
CRUSHING VICTORY 4
VICTORIOUS SLAUGHTERS 2

ARMYS PLAYED AGAINST SO FAR,

BLOOD ANGELS - BLACK TEMPLARS - DARK ELDAR - ELDAR - NECRONS - TYRANIDS - DARK ANGELS - ORKS
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Old 27 Oct 2007, 02:46   #5 (permalink)
Shas'Vre
 
Join Date: Sep 2006
Location: Victoria, Australia
Posts: 1,750
Default Re: Commander Armament

If your going to use the markerlight you need to use the rules for the XV-84, instead of a regular commander.

What do you normally fight?
Vehicle Heavy lists? Deathrain, Sunforge
Meq (Marines etc) or Teq (Terminators etc)? the Helios
Swarms? Centurion or even the as yet unnamed CIB,BC

Give your commander the weapons that are best against your enemies, and specialising works much better than all rounders, providing that you have another suit to handle the enemies that your first suit cant take.

[hr]
Deathrain-TLMP
Sunforge-TLFB
Helios-FB,PR
Centurion-PR,CIB
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Old 27 Oct 2007, 03:28   #6 (permalink)
Shas'Saal
 
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Default Re: Commander Armament

To Korill,

Thanks for the info, I just looked in IA 3 and there are no rules per say for the XV84 its only a title for the configuration of the XV8 correct ?

I play the following armies at our local store, Tyranids - IG - Black Templars - Dark Eldar - Eldar - Grey Nights.

I come up with, one swarm one Godzilla (Nids ) - one heavy (Armoured Co) - two meq - how do I class the Eldar ?

So far the best bet I think is the Helios based on the army's I play against, what do you think ?
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Quote:
Originally Posted by Wargamer
Your army appears refreshingly different, which in itself is a god-send; it suggests you actually give a damn about something other than winning, and that alone speaks volumes.
TAU BATTLE RECORD AS OF 3 FEB 08

LOSSES 1
DRAWS 3
SOLID VICTORY 8
CRUSHING VICTORY 4
VICTORIOUS SLAUGHTERS 2

ARMYS PLAYED AGAINST SO FAR,

BLOOD ANGELS - BLACK TEMPLARS - DARK ELDAR - ELDAR - NECRONS - TYRANIDS - DARK ANGELS - ORKS
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Old 27 Oct 2007, 07:15   #7 (permalink)
Shas'Vre
 
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Default Re: Commander Armament

What to put on the commander (and to a lesser extent any other crisis suits) depends on what you don't have in the rest of the army. I always have a shortage of units that can pierce 2+ armor saves (the term for that is TEQ, right?), so I usually fit my commander with a Helios suit (Plasma Rifle and Fusion Blaster). I give him a shield drone and stim injector too since he's so expensive. Another idea I've toyed with is making him CC capable with a shield generator and Vectored Retro-Thrusters, but that only leaves him room for one weapon, and he can't take drones.
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Old 27 Oct 2007, 07:29   #8 (permalink)
Shas'La
 
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Default Re: Commander Armament

Knight posted just before me, so I am repeating him a little, but elaborating a little more I think.
--------------------------------
I would not discount the Fireknife so quickly, I've been having good success with it as of late.

You have to consider how many suits you have available, and the whole of the rest of your army's composition, before you start configuring suits, in my experience, along with of course what you're playing against. If you're playing against a lot of Terminators, you'll want to load up on those Plasma Rifles (PR) (which are also not too shabby against AV10 vehicles); if you're facing off against a lot of transports or AV10 vehicles (Ork Trukks, Landspeeders), Deathrains (T-L Missile Pod (T-L MP) are good. If facing a lot of GEqs, ditch the XV8's entirely (well, except the commander, he's required) and opt for Stealth Suits; and so on.

The thing is, if you only have one suit in your army, you'll either need it to cover as many bases as possible to make up for gaps elsewhere in your list, or you'll need to specialize to cover specific but gaping gaps in your army. For instance, if I'm using 36 Fire Warriors (FW) and 3 individual Broadsides (or one squad of 3 two with Target Locks (TL)) than you probably are not going to need the Deathrains. In this case, you're probably going to want something like a Helios to smash MEqs (Marine-Equivalents) with. If however, you're only using 1 Broadside and 12 FW with 20 Infiltrating Kroot, a Fireknife is great on a commander, because it lets you take out both TEqs (Terminator equivalents) and bothersome AV10-12 vehicles, along with putting the hurt on high-toughness units like Wraithguard or Carnifexes and Hive Tyrants. Another relavent question is also if you're making an all-comer's list. If you are, the Fireknife really shines, because regardless of what army you're facing, it will probably be useful, but the Helios aint so hot against the Orks as it would be against Marines, simply because the Orks have so many bodies.

The other good multipurpose suit, with a specialty on AV10-12 killing, is the Deathrain. It's not quite as versatile as the Fireknife, but is still great against many opponents; it can put wounds on those flying Hive Tyrants, it can take down, as stated, multitudes of skimmers and transports, andin numbers it can own anything with a save of 4+ or worse (Eldar Aspect Warriors, Genestealers, god-forbid you have to do this...other FW, Stormtroopers/Kasrkin, etc.). The Deathrain is also cheap - 46 points for T-L Missile Pod Shas'ui with Blacksun Filter (I use this for potential night fighting missions my group may play; the flamer is another popular choice at only 2 points more, gives you good point-defense and adds the role of cover-sweeper).

The last I will do is give you some final general advice for equiping your suits. Now, I don't know what suit rules you are using (I have no experience with XV84's, etc.) but in general, if you're just going to shoot with a commander, it's better to just take the Shas'el with Targetting Array (TA) and two other guns; this is 15 points cheaper than a Shas'o and fulfills the same role of BS5. In doing this, or taking a Shas'o, you DO NOT want to T-L weapons on him, because he's already on 2's to hit; T-Ling is a serious waste of points, particularly for Plasma. On the other hand, you should T-L the primary weapon of any other suit you use, because BS3 sucks when you need to make those shots count with Plasma. My current Fireknife Shas'ui Team Leader has T-L PR and MP with Hard-wired (HW) Multitracker and Blacksun Filter, which altogether is 80 points. Pretty expensive, but he hasn't missed a shot with his Plasma in the last like 4 games (literally), with JSJ I keep him alive, and his MP gives him the ability to support my Deathrains; in my 1500 point list, I have a very good chance of taking down 3 if not 4 Landspeeders a turn, literally. At the same time, my Shas'el commander has PR with BS5, the Shas'ui with T-L PR, and two Broadsides with T-L PR (only 10 points to replace the SMS) and Multitrackers (MT) so I pretty much own any Marine variant or TEqs.

Final piece of advice: magnatize your suits. You never know when you'll want to experiment with a new configuration, and you'll likely be doing that for the first several years you play Tau. On the main page you can navigate to a page that describes how to do it with sheet magnet (the cheap kind in the arts and crafts section of Wal-Mart or equiv.); I have been doing this with great success for the past 6 months.

Good luck with your decisions, I hope this was helpful.
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Old 27 Oct 2007, 11:39   #9 (permalink)
Shas'Vre
 
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Default Re: Commander Armament

Quote:
To Korill,

Thanks for the info, I just looked in IA 3 and there are no rules per say for the XV84 its only a title for the configuration of the XV8 correct ?
Ive had no experience with IA and forgeworld and i thought it was a special suit for Shas'o only. Can't answer here.

Quote:
I play the following armies at our local store, Tyranids - IG - Black Templars - Dark Eldar - Eldar - Grey Nights.

I come up with, one swarm one Godzilla (Nids ) - one heavy (Armoured Co) - two meq - how do I class the Eldar ?

So far the best bet I think is the Helios based on the army's I play against, what do you think ?
Helios is very effective against Godzilla and can work as a synapse-hunter for the swarm. Not as effective as the Deathrain and Sunforge versus Armoured company but can still kill them if it gets close enough.
It would work well on the Grey Knight Terminators as its optimum range isnt effected by shrounding much and can make its points back in a single round of shooting. On Meq it does fine as well.

Dark Eldar are very brittle so the power it gives is somewhat wasted on all but the Talos, dont use it if you wont face any of them.

Eldar have a mix of Geq, Meqs and things inbetween. The Helios works wonders on warp spiders (meq) and wraithlords.

I myself use the Helios in small games (1500 points or less) against swarm nids, nidzilla, necrons and eldar and havent been dissappointed by its peformance.


As mentioned above do magnetise your suits
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Old 27 Oct 2007, 11:52   #10 (permalink)
Shas'Ui
 
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Default Re: Commander Armament

There are rules for the XV-84 in IA3. It has to take certain wargear and only has a one or two hardpoints remaining.
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