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First Tau Army
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Old 05 Apr 2005, 17:09   #1 (permalink)
Shas'Ui
 
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Default First Tau Army


Commander Shas'o
Plasma Rifle
Fusion Blaster
Shield Generator
HW Multi-Tracker
Commander Shas'o
Plasma Rifle
Missile Pod
Multi-Tracker
HW Target-Lock
Body Guards (2 Models)
Twin Plasma Rifles
Missile Launcher
HW Multi-Tracker

Stealth Team (6 Model Team *2)

Fire Warrior Team 1 (12 Models)
Devil Fish
Multi Tracker
Fire Warrior Team 2 (6 Models)

I designed this army to be completly based on Mecha Tau, up close, but not melee.
I bet a lot of you are going to say that the use of my second HQ slot as a crisis team is wasted, but I feel that for this army, it would be worth the extra points to increase the reliability of the squad in shooting. I'd like to think that more isn't always better, so this army has a reletivly low model count.
I value quality, but also specialisation, and don't like being the same as other people, which is why this isn't a Space Marine army.

Any tips? Any suggestions?
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Old 05 Apr 2005, 17:13   #2 (permalink)
Shas'El
 
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Default Re: First Tau Army

Two commanders? Oooh. Are you allowed to use a multi-tracker with a twin-linked weapon? 42, MalVeauX, someone - your omniscient presence is kindly requested.
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Old 05 Apr 2005, 17:21   #3 (permalink)
42
Shas'El
 
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Default Re: First Tau Army

im afraid many players may view your list as slightly cheesy and unbalanced, you have minimsed one troops choice and have just as many HQ (including 2 shas'o's) as troops...could you say what points limit you are designing for?

Im afraid im going to have to question those bodygaurds...i understand you want things done efficiently, and twin linking your weapons may be an attractive option...however if you really want efficieny you can do it in quantity of weapons.

IMO it is far better to rely on multiple pulse rifles or kroot rifles to do the job, rather than a few crisis weapons. Even if you havea bit of bad luck with the massed fire you are still going to be hitting home and wounding with a fari amount of shots, however with the criis suits a bit of bad luck can absolutly ruin your game, especially seeign as you want to get up close.

So i would advise a balance between the crisis and the fire warriors (and kroot...consider getting these too pack in multiple attacks in cc, bolter shots at rapid fire, infiltrators and ambush troops...!). You can still go with a twin linked weapon on your normal crisis suits, but for a surviviable list.
at this size start thinking about saftey in numbers (and devillfishes!), armoured vehicles etc. whilst still manintainy some elite fire power through battlesuits such as crisis and broadisdes...there is a fine balance, which, if broken can lead to either unbalanced armies, and often unsuccessful ones...

just my two cents,
--42

Quote:

your omniscient prescence is kindly requested
glad im of use! All these configurations are perfectly legal, the crisis suits ahve 3 hard points, and then all of the above in this list have the option of taking one or more (up to 3 in the case of a shas'o) hard wired options, one of these being a multi-tracker. A normal XV8 with a twin linked weapon then only has one more hardpoint, and no hardwired options available, therefore using a multi-tracker would be legal...just no point in it!

--42
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Old 05 Apr 2005, 17:27   #4 (permalink)
Shas'El
 
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Default Re: First Tau Army

Hmmm. Might re-outfit my commander with tl prifles and a mpod, then... or is that too cheesy? Also, is 42 the Meaning of Life?
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Old 05 Apr 2005, 17:36   #5 (permalink)
Shas'Ui
 
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Default Re: First Tau Army

Well, first of all, it's supposed to be a 1000 pt army, and second, I'm aiming for mobility with all the suits, which is why, I acutally had two BS in an earlier incarnation, but I got rid of them because I realised that with this many S5 weapons, I don't need so much anti-tank, and my CO could handle the odd Land Raider.
The reason for most of the crisis is for handling high powered infantry, like Termies, while the Stealths are designed to replace the need for a lot of FWs, and the single FW team I have with the DF is for acting as a fast reaction squad (I figure it would be useful to have at least one squad that can move at least 12" and then shoot after.)
This army is actualy not technically legal, as it's currently a little over the point limit, which is why I'm consulting you guys, so I would know how to bring it back under 1000 pts without having to sacrafice much.
The only idea I have is by killing the TL on my crisis and bring them back to elite, so I can cut off the necesary points, but I want to hear your opinions first.

Also, after this army is done, I'm planning on expanding into 1500 pts with two Path Finder teams, and maybe a Ion-Head or a Gun Drone squadren.
__________________
Quote:
Originally Posted by Marisa
If you split an Immortal in half, which half would stay alive?
Quote:
Originally Posted by Alice
She said she can't die! She's survive even if you roast her or bake her.
Quote:
Originally Posted by Marisa
Should we try to boil her or fry her instead?
Quote:
Originally Posted by Mokou
It's foolish for people to go out on a night like this.
Quote:
Originally Posted by Reimu
Who?
Quote:
Originally Posted by Mokou
I'm talking about you.
Quote:
Originally Posted by Reimu
No, I'm not asking who's a fool.
Quote:
Originally Posted by Yukari
So you're admitting to being a fool?
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Old 05 Apr 2005, 17:37   #6 (permalink)
Shas'O
 
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Default Re: First Tau Army

The list is fine, but I'm afraid it's way too unbalanced. A Tau army that is designed to be upclose, but not be prepared for Melee is not going to happen. When you are close to the enemy--you will be assaulted unless you can (a) kill them all (b) block their assault path. The Devilfish can block the assault path for those Firewarriors, but what about the hundreds of points of Battlesuits? Not a good way to spend the points in my opinion. Also, bodyguards for a single Commander? A Shas'O at that? Not advisable. Also, you've minimized a Troop Selection of Firewarriors. If you're skimming points, I'd recommend you drop those foot-bound Firewarriors and just take Kroot instead.

What I see happening here, is you will get in someone's face, roll some dice and make some kills. Then your entire army gets nuked by return fire, and then assaulted to mop the floor up and finish the job.

Don't take this as an offense, but I think you should re-work the list. Also, this is not Mech Tau.
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Old 05 Apr 2005, 17:41   #7 (permalink)
Shas'El
 
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Default Re: First Tau Army

A point or two over is usually fine... Also, whatever you do, don't take Hammerheads unless you have a rather large army. They will get gunman-behind-the-grassy-knoll'd before you can say "my expensive tank!" Believe me, I know. Even with precautionary measures, I find that other players find big guns very intimidating and thus remove them as soon as possible so as to avoid wetting themselves.
And, like venerable MalVeauX said, you're too close. Even 12" a turn won't save you from assault troops... Space Marine Bikers... *shiver*
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Old 05 Apr 2005, 17:58   #8 (permalink)
Shas'Vre
 
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Default Re: First Tau Army

I see a lot of folks putting Shield Generators on their Commanders... I don't really understand it. If I was to include a Shield Generator, I'd much rather have it on a normal Crisis since they don't have the IC protection to benefit from. Maybe I'm missing something, but it's only about once out of every 4 or 5 games that my Commander ever gets shot at all... no less by a weapon that would take advantage of the Shield. I consider a SG on an Elite Crisis a marginal choice (although acceptible in certain circumstances) and a significant waste of points on a Commander. What are you doing with your IC's that's getting them shot at? How often does the SG come into play? Combine that with the fact that your Commander isn't even a scoring unit, and I'd much rather have the SG on an Elite... if only to better protect my scoring units!

It costs 25 points (20 for the SG plus an additional 5 to HW the MT) and your commander costs 133. Therefore, in order to be "worthwhile", it would need to save your Commander every 133 / 25 = 5.3 games. In order to actually save him every 5.3 games, he'd have to be getting shot by insta-kill weapons once every 5.3 / 2 = 2.7 games. I suppose each person's use varies, buy my IC Commanders only really ever get LasCannoned about once every 5 or 6 games.

Just some thoughts.
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Old 05 Apr 2005, 18:03   #9 (permalink)
Shas'Ui
 
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Default Re: First Tau Army

I'm starting to see what you two mean.
So far, this army can't really do much about any form of a dedicated assault squad unless it's taken out pretty much first turn.
But on the other hand, I'm trying to work around the problem of return fire with the standard jump-shoot-jump strategy.
Another thing, I took the six FWs, because it's actually cheaper than ten Kroot, however, I can see how a squad of infiltrating kroot can help the army more than that half squad of FWs.
Also, the bodyguards were put in with the Shas'O purely because their layout isn't possible in the elite slot as a simple 3 model Crisis squad.
And to point out about the Shield Generators, my CO is purly a close in anti-tank, so IC isn't going to help. The only reason why I used my Shas'O to do this is because of the added BS score, which would make it reliable for hitting my targets on a regular basis.
As I said already, I used to have two BSs, but I realised that I didn't need long range support if I had a Crisis suit do the anti-tanking instead.
I'll try tweaking the list a bit and see what you guys say.
__________________
Quote:
Originally Posted by Marisa
If you split an Immortal in half, which half would stay alive?
Quote:
Originally Posted by Alice
She said she can't die! She's survive even if you roast her or bake her.
Quote:
Originally Posted by Marisa
Should we try to boil her or fry her instead?
Quote:
Originally Posted by Mokou
It's foolish for people to go out on a night like this.
Quote:
Originally Posted by Reimu
Who?
Quote:
Originally Posted by Mokou
I'm talking about you.
Quote:
Originally Posted by Reimu
No, I'm not asking who's a fool.
Quote:
Originally Posted by Yukari
So you're admitting to being a fool?
Tsumishi is offline  
Old 05 Apr 2005, 18:06   #10 (permalink)
Shas'O
 
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Default Re: First Tau Army

Very good point Tonka. I think a lot of people don't take into account the way scoring works with characters.

___________

I think for "in your face" suits, I would rather field more stealthsuits and supplement them with Ion Hammerheads rather than battlesuits. Perhaps a commander for transport-destruction duty, but otherwise, volume tends to be the way Tau deals with "in your face" type fights. Spending hundreds of points for the ability to kill a few heavy models at the 12 inch range, by bypassing a 2+ save (which they will probably have invulnerable saves so consider a few may live to assault you) seems like a good idea, but you're spending more points to kill a unit that is going to be cheaper, which then assaults you and you lose half your points and probably a turn or two that keeps them from shooting. Also, should a single high powered hit take down a suit, you lose all the ability to perform these "in your face" encounters. As soon as you lose 1 or 2 suits from the crisis, you're going to suffer from not having enough of anything to make that 12 inch range seem safe anymore. In real-game, this is where you lose the game unfortunately.

I think if you'd like to design a more in your face approach, take your stealthsuits and tone down the crisis. Add in more mounted Firewarriors, and a load of Kroot. Ion Hammerheads are great and the Pathfinders will make your stealthsuits very, very potent. If you need railguns, nothing is wrong with an anchor of Broadsides.

Another note: A dedicated anit-tank commander would need missile pods and fusion blasters, not plasma rifles, or are you using the Shas'O with a body guard for this?
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