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New to 40k, is this HQ legal?
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Old 13 May 2008, 13:57   #1 (permalink)
Kroot Warrior
 
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Default New to 40k, is this HQ legal?

Hey, about 3-4 years ago I almost got in to Warhammer 40k. Due to money and time issues (school) I couldn't afford it. Now I just started a new job, got a new apartment, and have some money to throw around. An empty new apartment... Why not fill it with miniatures and paint?

Anyway I decided to get a Tau army. I ordered the codex and battleforce, then I checked around ebay for any good buys and ended up spending some money on a 1200 point army. I made a list of what I want to try build for my first army setup, I was just wondering if some of you could tell me if Ive done everything correctly. Im new to the rules and wanted to make sure I wasnt putting illegal upgrades on my units. Here is what my HQ is going to look like.

I don't care if you think its a terrible strategy or anything, I just want to know if I am able to upgrade them like this.



HQ
Shas'o
Hard Wired Multi-Tracker
Iridium Armour
Positional Relay
Missile Pod
AirBursting Fragments
Shas'vre
Hard Wired Multi-Tracker
Hard Wired Target Lock
Targeting Array
Plasma Rifle
Cyclic Ion Blaster
Shas'vre
Hard Wired Multi-Tracker
Hard Wired Target Lock
Tareting Array
Plasma Rifle
Fusion Blaster
HQ Total Points...............324

Unless Im reading the Codex wrong, you can have as many Hard Wired upgrades if your upgrades dont go over 100 points? Please correct me if Im wrong, or give me any suggestions you would have for a HQ.
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Old 13 May 2008, 14:03   #2 (permalink)
Shas'Ui
 
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Default Re: New to 40k, is this HQ legal?

the HQ is legal but some of your pnt value's are mixed up
personally i find specialist units better (same weapon load out)
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Old 13 May 2008, 14:04   #3 (permalink)
Shas'O
 
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Default Re: New to 40k, is this HQ legal?

Yes you can have as many Hard Wired upgrades as you like, it's totally legal but it might not be that effective.

The Plasma Rifle and CIB with the Plasma Rifle and Fusion Blaster will work well-ish, but the Shas'O doesn't fit with that unit. He won't be able to work to full effectiveness as his weapons are designed for different things.
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Old 13 May 2008, 14:05   #4 (permalink)
Zen
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Default Re: New to 40k, is this HQ legal?

Uh oh IP issue Don't post individual point cost. You better remove the point cost for those wargear and unit. OK, either a Mod will edit it for you or you do it yourselves.
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Old 13 May 2008, 14:13   #5 (permalink)
Kroot Warrior
 
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Default Re: New to 40k, is this HQ legal?

Sorry for that IP deal.

Yeah Im not too familiar with how effective each weapon is yet. I figure Ill just learn by trial and error. I just know the only way to find a good setup is to try random things that others may not see the logic in. I heard from a friend that Tau is FOTM right now, so I want to mix it up.
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Old 13 May 2008, 14:33   #6 (permalink)
Shas'O
 
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Default Re: New to 40k, is this HQ legal?

FOTM = flavour of the month?

*points at Daemons*

The way to find a good setup is to look at the stats and work it out :P but trial and error works too, for a newb.
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Originally Posted by Restayvien
Well I'd rather not play the game at all than play it like they did! :P
Crikey! This crazy clown causes commotion like the coming of Christ. Contained in a circle corrupted by crackheads and carnal cravings, he creates no concession to callous cheaters concentrating on nought but cock. Certainly, still a curious and cordial cavalier in the countenance of crazed cads, curs and creeps who condemn courtesy as something corny. No cloud could collapse his crushing crescendo of comical crowing and crimson coiffure. This conjecture on culture comes circumlocutive, consequently...

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Old 13 May 2008, 17:25   #7 (permalink)
Shas'La
 
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Default Re: New to 40k, is this HQ legal?

It looks like a good setup, but I would maximize it like this.

Move the Cyclic Ion Blaster from the bodyguard, give it to the Shas'O, while giving the Shas'O Fragmentation projector to the bodyguard. Take that same bodyguard, get rid of his targetting array, and give him some sort of twin-linked weapon such as a twin-linked plasma rifle or missile pod. Same points, better efficiency. I'd advise getting rid of Iridium armor simply because it is 20 points more and it makes the entire group slower, and so far only the Shas'O benefits. And due to majority armor rules, your save will be 3+ instead of 2+.

Otherwise, a good setup, little expensive, but rounded. The last change i would do is give the group a pair of shield drones for that extra bit of safety. 15 point models that can make a 324 point mob not die so fast
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Old 14 May 2008, 01:01   #8 (permalink)
Kroot Warrior
 
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Default Re: New to 40k, is this HQ legal?

Thanks for the advice MDRedeemer. Ill make some changes to it.

As far as the rest of my army goes, for a 1500 point army I was thinking 3 fire warrior squads, 2 devilfish,3 broadsides, and 3 crisis suits. I was going to add a marker drone to each fire warrior unit. Would that work, or am I just getting this all wrong?

lol any advice on a good starting Tau army would be appreciated. I have the Tau battleforce, along with some extra units including, 36 fire warriors, 3 devilfish, 1 hammerhead, 3 crisis suits, 7 gun drones. Im willing to invest what ever is needed to make a decent army, although Ill end up playing what ever setup I enjoy the most, even if its terrible lol.
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Old 14 May 2008, 01:35   #9 (permalink)
Kroot Warrior
 
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Default Re: New to 40k, is this HQ legal?

the reason why no commander should take AFP is because you're then wasting his BS5 on a scatter weapon. taking the CIB in him on the other hand makes the most of it by firing the most shots at BS5.

personally i think youd be better off using the suits as a regular crisis squad, and attaching the commander to it rather than just having them as a bodyguard. unless you are using up all your elite slots and really want all those suits in the army.
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