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Post by dice0hate0me on Aug 4, 2007 20:37:02 GMT
Im entering my tau in the local tournament and the gt and was wandering what you thought was the best configuration for the battle suits, twin linked missile pods (auto cannon stats) with improved bs or missile pod plasma with multi tracker meaning i can fire both weapons at same time
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GavX
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Post by GavX on Aug 4, 2007 21:13:29 GMT
plasma every day, with most armies being MEQ AP4 doesn't cut it, getting 2 S6 anti armour shots that can't over heat is always nice, save the anti tank stuff to a broadside or something rather than S7 missle pods
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warsmith
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Post by warsmith on Aug 4, 2007 21:18:37 GMT
One I been hearing the Plasma/Pod Combo dose alright give you some fire power if needing to hide & Plasma to take on well anything being S6 & AP2. Also know as Fire Knifes as slang word.
Alos Multi tracker alway good with the above allow you to fire Plasma into Termies & Pods into Land Speeder for exsample ;D
Other one the suisied (sp) Commander who cheap with Meltas alway deep strike to take on Tanks.
If you got the Stelth suits, there no need for Bustcannon on the normal Battle suits.
Hope this helps you out.
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Post by dice0hate0me on Aug 4, 2007 21:41:21 GMT
im not even gona touch burst cannons on my suits just 2 short ranged i was thinking of twin linked meltas for my hq and have him deep deepstriking thought that would be quite nasty. but as ive never played tau be4 and not seen many at the club i dont now whats a good tourny army or config on my suits as i have a fair few
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GavX
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Post by GavX on Aug 4, 2007 21:43:38 GMT
I wouldn't drop your HQ on a suicide mission, seems a waste, get some Piranahs, detach the drones after going 24", and jsut sent them at the rear of tanks, itll annoy a tank and no one will waste a squad shooting one drone
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warsmith
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Post by warsmith on Aug 4, 2007 22:04:33 GMT
My friend Duncan use somthing like this from last year
2 x Shas'el PR TA MT FB 1 x SD 2 x 8 FW's Devifish DL MT 3 x 2 Fire Knife Team Leader TA 2 x IonHead BSF SMS MT TL DL 1 x 2 Broadsides ASS 2 x SD's
Other thing to have a look around the net like warseer there a few Tau armies just to get some ideas.
With the Suisided (sp?) HQ it was mainly because it none scoring & if got kill it was not worth much (mere 80??) & if made the hit alway made his points back ;D . But that just from what my own view ;D As Gav said some use Gun Drone for the job as well.
Just come down to what you like & what work for yourself end of the day.
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Post by bjornagain on Aug 4, 2007 22:51:37 GMT
i tend to go with twin linked plasma on my suits with shield generators. I do use twin missile pods as well as the extra strength and range is useful against lighter vehicles like Dreadnoughts, rhinos and falcons. My teams are in groups of two both armed the same.
My commander I use a Shas'O with plasma rifle and missile pod, shield generator, 2 Hard wired shield drones, HW multitracker and a stimulant injector. I am tempted with two shas'o with the other with the hit and run ability. I dont like fusion balsters or burst cannons or flamers are they are too short a range for my liking. Anti tank u can achieve with either broadsides or my preference of hammerheads.
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Post by dice0hate0me on Aug 5, 2007 9:42:23 GMT
well i thought it might be helpfull if i gave u my intended list for the gt and u can rip it apart and give me some advice i would like it to be a mobile army
HQ shas'el- missile pod, plasma, flamer, hw multi tracker 91
elite 2 battlesuits each w/ missile pod, plasma, multi tracker 124 elite 2 battlesuits each w/ missile pod, plasma, multi tracker 124 elite 2 battlesuits each w/ missile pod, plasma, multi tracker 124
troop 8 fire warriors w/ pulse rifles 80 devilfish w/ decoy launchers 85 troop 8 fire warriors w/ pulse rifles 80 devilfish w/ decoy launchers 85
fast piranha w/ fusion blaster 65 fast piranha w/ fusion blaster 65 fast piranha w/ fusion blaster 65
heavy hammerhead w/ railgun, sms, decoy launchers, target lock 170 heavy hammerhead w/ railgun, sms, decoy launchers, target lock 170 heavy hammerhead w/ railgun, sms, decoy launchers, target lock 170
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Post by mattundercoat on Aug 5, 2007 10:14:25 GMT
My tourney army well the one I have worked on so far..... ;D
HQ shadowsun 175 pts
Elite Shas,vre battlesuit ion blaster and plasma rifle, HWdrone, HWmulti track, 2x shield drone, shield generator BK 2 battlesuits w/ burst cannon, fusion blaster and multi tracker 230 pts
Shas'vre Battlesuit missile pod, plasma rifle, HWdrone controller Targeting array 2x shield drones 2 battlesuits w/ missile pods and plasma rifles Targeting arrays 242 pts
Troops 12 fire warriors w/ devilfish transport inc shas'ui w/ photon grenades 245 pts
12 fire warriors inc shas'ui w/photon grenades and emp markerlight and hw drone controller 2x gun drones 185 pts
Fast attack Piranha w/fusion blaster targeting array and disruption pods 75 pts
Heavy support Hammerhead w/rail gun 2x burst cannons multi tracker disruption pods 165pts
Sniper drones 2 teams 160 pts
Broadsides Shas'vre w/ twin linked plasmas and twin linked railguns 2 x broadsides w/ missile pods and railguns 265 pts
I also have a shas o rmyr variant but as I need permission to use him as he is from forge world i need a back up army list
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Post by dice0hate0me on Aug 5, 2007 10:33:35 GMT
how does that list work out for u? i think shadowsun is 2 expensive for a hq plus just armed with meltas shes just 2 short ranged
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warsmith
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Post by warsmith on Aug 5, 2007 12:39:32 GMT
well i thought it might be helpfull if i gave u my intended list for the gt and u can rip it apart and give me some advice i would like it to be a mobile army HQ shas'el- missile pod, plasma, flamer, hw multi tracker 91 elite 2 battlesuits each w/ missile pod, plasma, multi tracker 124 elite 2 battlesuits each w/ missile pod, plasma, multi tracker 124 elite 2 battlesuits each w/ missile pod, plasma, multi tracker 124 troop 8 fire warriors w/ pulse rifles 80 devilfish w/ decoy launchers 85 troop 8 fire warriors w/ pulse rifles 80 devilfish w/ decoy launchers 85 fast piranha w/ fusion blaster 65 fast piranha w/ fusion blaster 65 fast piranha w/ fusion blaster 65 heavy hammerhead w/ railgun, sms, decoy launchers, target lock 170 heavy hammerhead w/ railgun, sms, decoy launchers, target lock 170 heavy hammerhead w/ railgun, sms, decoy launchers, target lock 170 I see you mange to get that 3rd Hammer head in there, just your saying that the all day Sat game about fitting a 3rd Hammer head. Look alright & will do the job. Take it piranha there to take last min table quaters/object as well as a cheeky anti tank shot. If Omega player you can easily out flank some armies. So how much of this have you got built?? Also your luck you got 14+ week left, while I got 10 to try get my new Pred finish on building side & got to finish a bit for painting side lol ;D
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Post by mattundercoat on Aug 5, 2007 13:28:33 GMT
how does that list work out for u? i think shadowsun is 2 expensive for a hq plus just armed with meltas shes just 2 short ranged Well Shadowsun has a few qualities that help, stealth field so always requires a night fighting roll for range to hit she has 2 shield drones and a command drone then a 4+ inv save on her own suit too the command drone allows all friendlies in 18" to use her LD 10 her jump suit can allow the jump 6 inch forward shoot and jump right back, very handy to jump round comers and take a tank or two out as she can fire a two separate targets per round. The army it self is a variant on my usual 2000 points with less fast attack i usually play one squad of Vespids and a Tetra scout vehicle, the battlesuits allow a 12 inch move per turn if needed and the hammerhead can move 12 and still fire due to multi tracker. the main thrust is a very shooty army with the broadsides covering the entire field with there rail guns and the snipers taking out the any troublesome troops with there ST 6 AP 3+ with the marker light hitting on a 3+ allows the all to hit on 3+ and they also benefit from a stealth field. I find that hammerheads with there one shot gun can be a costly way to lose units early on better to have a few of the other options to balance you tactics on the field.
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Post by Asurya on Aug 6, 2007 10:34:34 GMT
Well I personally think that the best configuration you can get with a single Crisis suit is Plasma, Missile Pad and a Multi-tracker, and it's even better if you make it a team leader with a Targeting Array.
Used properly, you will never be shot at yourself and you have the potential to be a threat to every single model in any army except an AV14 vehicles. Don't get me wrong, AP2 is nice, especially at a tournament where the majority of armies will be MEq's, but given that a Missile Pod will wound those MEq's on a 2+ you will force your opponent to make a lot of saves (almost one for every hit really) and this is often overlooked when players consider their army.
Also, other general rule of thumb for Tau armies: 1 Railgun per 500 points. This doesn't need to be a Hammerhead remember.
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Post by dice0hate0me on Aug 11, 2007 10:07:41 GMT
sorry lads and ladies been no were near a computer all week.
warsmith yer man the idea of a third hammerhead was 2 temping, so i got rid of the sniper drones and 1 battlesuit. ive still 2 paint the hammerhead and 1 devilfish and 2 base all the boys. but thats just my 1500 point army still wondering what 2 do for 1750 i quite fancy putting some kroot in for something different and more fire warriors.
mattundercoat i was thinking a long time about vespids but i just think there 2 weak with a 5+ save though maneuverable i think a piranha is just as good and fits the theme a bit better, oh plus i have the models and painted them lol
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