News:

Login  |  Register

Author Topic: 12" tau movement  (Read 2832 times)

0 Members and 1 Guest are viewing this topic.

Offline Vincedis

  • Lazerous Penguin
  • Full Member
  • *
  • Posts: 1036
  • The eye of God, or the eye of terror?
12" tau movement
« on: July 20, 2002, 03:35:59 PM »
if i want every unit in a tau army to be able to move 12" in the move phase what units am i limited to?

i know the devilfish, hamerhead, and gun drones can move 12 but what else? is there a jet pack equivalent for the tau? i don't have the codex yet since i'm trying to decide what i should collect for my second army.
would you like to be, err... SEE my trophy rack?

'ard boyz tournament rules http://us.games-workshop.com/news/events/other_events/ardboys/default.htm

Dark Eldar Harly
http://www.agisn.de/html/dark_harlequins.html

bell of lost souls fan site http://belloflostsouls.blogspot.com/

Callidus

  • Guest
Re:12" tau movement
« Reply #1 on: July 20, 2002, 03:49:04 PM »
I believe anything with a Tau style jetpack can move a full 12" in the movement phase instead of moving 6" in the assualt phase, and that includes if you want to assualt someone. I don't have the codex, but I think that's the rule.

Offline Vincedis

  • Lazerous Penguin
  • Full Member
  • *
  • Posts: 1036
  • The eye of God, or the eye of terror?
Re:12" tau movement
« Reply #2 on: July 20, 2002, 04:19:43 PM »
what units are able to take a jetpack upgrade?
would you like to be, err... SEE my trophy rack?

'ard boyz tournament rules http://us.games-workshop.com/news/events/other_events/ardboys/default.htm

Dark Eldar Harly
http://www.agisn.de/html/dark_harlequins.html

bell of lost souls fan site http://belloflostsouls.blogspot.com/

Offline Tobab816

  • Senior Member
  • ****
  • Posts: 1888
  • Chaos Warmaster, Promoter of Deathball!
Re:12" tau movement
« Reply #3 on: July 20, 2002, 04:29:25 PM »
No, the jetpack means 6" in the movement phase and then 6" in any direction during the assultphase.

And the units you are limited to?

Any unit but Kroot and Broadsides. These are the only unit that doesn't have jetpacks and can't be fitted into a devilfish.
Deathball, the new game of bloody basketball, 40k style!

+++Excerpt from Last Chaos/Space marine game, commentator: Inquisitor Khalheed "The Purgator" Qhor, Ex-Deathball player+++

Chaos vs Space Marine grudgematch today ended 23-19 when Brother Grazieel decimated the chaos team with a heavy bolter.

Afterwards the Chaos Coach Zhuriel the Damned stated "If we weren't ideologically in favor of cheating we'd complain about this""
+++End of transmission+++

Offline Vincedis

  • Lazerous Penguin
  • Full Member
  • *
  • Posts: 1036
  • The eye of God, or the eye of terror?
Re:12" tau movement
« Reply #4 on: July 22, 2002, 02:47:42 AM »
[ HQ ]
no idea here

Elites:
Stealth Battlesuits jump pack
Crisis Battlesuits jump pack

Troops:
12 Fire Warriors in devilfish
12 Fire Warriors in devilfish
12 Fire Warriors in devilfish

Heavy Support:
Hammerhead Gunship (Railgun)
Hammerhead Gunship (Ion Cannon)

would this work and can i do it for under 1500? is it any good as far as general stratagy goes? i can't do the static fireline thing no matter how hard i try.
would you like to be, err... SEE my trophy rack?

'ard boyz tournament rules http://us.games-workshop.com/news/events/other_events/ardboys/default.htm

Dark Eldar Harly
http://www.agisn.de/html/dark_harlequins.html

bell of lost souls fan site http://belloflostsouls.blogspot.com/

Offline Aerundel

  • Senior Member
  • ****
  • Posts: 1277
  • My name is Oobedoob Benubi.
    • My BatRep
Re:12" tau movement
« Reply #5 on: July 22, 2002, 03:57:14 AM »
Well, either you give us more numbers and stats so that we can actually calculate points, or you go get a Tau codex  and do it yourself  :P There will be a big difference depending on what your HQ is: a Crisis Commander and bodyguards, or an Ethereal with drones who doesn't move much in any mission?

Offline Mystic511

  • Full Member
  • ***
  • Posts: 282
  • I *Love* EldarOnline! No, really, i do!
    • Personal Website
Re:12" tau movement
« Reply #6 on: July 22, 2002, 04:18:21 AM »
I can't find a good reason to place squads of firewarriors in a devilfish.  If they are moving 12" in it, then they aren't firing.  Remember that the devilfish has no firepoints, so it's kinda rough.

If you'd really want to save some points, then i'd just take the bare minimum of 2 troop choices, so 2 groups of firewarriors.  You can min them out with max pulse carbines and then have moving squads that can shoot 18" or you can have 2 full squads with pulse carbines, who's sole purpose would be to try to pin squads and take hits.

This would free up enough points to get a commander HQ with a bodyguard team and a fast attack pathfinder team who can take advantage of seeker missiles.

Offline Vincedis

  • Lazerous Penguin
  • Full Member
  • *
  • Posts: 1036
  • The eye of God, or the eye of terror?
Re:12" tau movement
« Reply #7 on: July 22, 2002, 07:18:36 AM »
Quote
Well, either you give us more numbers and stats so that we can actually calculate points, or you go get a Tau codex  and do it yourself   There will be a big difference depending on what your HQ is: a Crisis Commander and bodyguards, or an Ethereal with drones who doesn't move much in any mission?


if i had the codex i could look at the upgrades and try to figure out what is good and what isn't so as to make suggestions. basically i'm trying to find out if i can make a competitive, and well rounded tau army that is highly mobil.

my first love is the dark eldar and my current army doesn't have a single unit that starts out moving less than 24" and i've come to depend on speed much like my archon depends on her combat drugs.

i think i can live with moving 12" every turn but 6" barely seems worth my time to get out my measuring tape.

Quote
i'd just take the bare minimum of 2 troop choices, so 2 groups of firewarriors.  You can min them out with max pulse carbines and then have moving squads that can shoot 18" or you can have 2 full squads with pulse carbines, who's sole purpose would be to try to pin squads and take hits.


i don't like taking armies that are too light on basic troops. it becomes a focus point for the other guy to call me cheesy and bring up a question of realism. if every unit in an army was elite then they wouldn't be very special would they? no in fact the elite troops would be the basic troops and the basic troops would retire since they were deemed obsolete.

the fire warriors seem like they can lay down a pretty good hail of projectiles so my standard tactic would be to deploy them in the devilfish and drop them off at a spot where they can provide a board position advantage as soon as possible. (holding board quarters, blocking a board edge so i don't get flanked, etc.) after that point they would become terrain that shoots and the devilfish can run around blocking LOS and being a general pain in the butt for my opponent.

the choice of HQ would depend on how many points it takes me to get the rest of the army up and running at full speed. the etherial seems pretty cheep (at least on the army lists i've seen) so i can go light on the HQ if i need the extra points to make the army fly. if i have lots of points left over then i can go beffy big guns on em.

you guys have played with and against the tau so i'm deferring to your better judgement as to which units work and which don't. which upgrades are cost effective and which aren't.

can i (with your help) make this into a viable army or is this stratagy born to fail? should I just go with broadsides in the back and kroot up front to get in the way like i see many others do?
would you like to be, err... SEE my trophy rack?

'ard boyz tournament rules http://us.games-workshop.com/news/events/other_events/ardboys/default.htm

Dark Eldar Harly
http://www.agisn.de/html/dark_harlequins.html

bell of lost souls fan site http://belloflostsouls.blogspot.com/

Offline Tycho

  • Newbie
  • *
  • Posts: 87
  • BEEF!!!!!!!!!!!!!!!
    • My 40k Site (still lots to to be done)
Re:12" tau movement
« Reply #8 on: July 22, 2002, 08:09:37 AM »
all the tau move 6" except for what you said.  the hammerhead divelfish and the drones
"The Machine is strong. We must purge the weak, hated flesh and replace it with the blessed purity of metal. Only through permanence can we truly triumph, only through the Machine can we find victory. Punish the flesh. Iron in mind and body. Hail the Machine!"

Offline Vincedis

  • Lazerous Penguin
  • Full Member
  • *
  • Posts: 1036
  • The eye of God, or the eye of terror?
Re:12" tau movement
« Reply #9 on: July 22, 2002, 03:23:47 PM »
well the jump packs move 6 in the movement phase and then another 6 in assault phase in any direction... they don't have to be assaulting a unit in order to move in that phase similar to what the CTM does for the eldar.

this is acceptable since if i need to go accross the board to get an objective i can move fairly fast and it also helps to keep them in cover once they engauge and enemy.
would you like to be, err... SEE my trophy rack?

'ard boyz tournament rules http://us.games-workshop.com/news/events/other_events/ardboys/default.htm

Dark Eldar Harly
http://www.agisn.de/html/dark_harlequins.html

bell of lost souls fan site http://belloflostsouls.blogspot.com/

Offline Mystic511

  • Full Member
  • ***
  • Posts: 282
  • I *Love* EldarOnline! No, really, i do!
    • Personal Website
Re:12" tau movement
« Reply #10 on: July 23, 2002, 12:36:12 AM »
Vincedis, your army idea seems pretty decent.  The only problem that I see is that the devilfish transports are expensive.  I'm just tryin to look out for you, cuz I think it may be a waste of points (and money).  

As we're both DE players, we're too used to the idea of cheap transports!   ;)

See, bring the fire warriors into a forward position, even under cover is just an invitation for assault troops to kill them in HtH.  To them, you're just helping the assault troops out by bringing them in closer so they don't have to fly as far.  Think of it from a DE standpoint:  Your squad of wyches see the firewarriors come in closer.  They go "oooh, goodie" fly their raider over, disembark, FoF, throw some plasma grenades, and wipe the floor with the firewarriors.

On the other hand, if the firewarriors were to stay further back, then the Wyches would be forced to fly under cover, and hopefully, make a mistake where you could unload your guns and destroy them before they even caused a problem.

Well, in the end, you'll never know until you try.  I could be completely wrong, but i'm just giving you my humble opinion from my experiences with Tau.  :)

Offline Tobab816

  • Senior Member
  • ****
  • Posts: 1888
  • Chaos Warmaster, Promoter of Deathball!
Re:12" tau movement
« Reply #11 on: July 23, 2002, 12:52:26 AM »
Mystic: You are thinking of the Devilfish the wrong way.

The Devilfish ain't there to get them stuck in as transports are used for other races...It's there to pull them out!
Deathball, the new game of bloody basketball, 40k style!

+++Excerpt from Last Chaos/Space marine game, commentator: Inquisitor Khalheed "The Purgator" Qhor, Ex-Deathball player+++

Chaos vs Space Marine grudgematch today ended 23-19 when Brother Grazieel decimated the chaos team with a heavy bolter.

Afterwards the Chaos Coach Zhuriel the Damned stated "If we weren't ideologically in favor of cheating we'd complain about this""
+++End of transmission+++

Offline Farseer_Sting

  • Full Member
  • ***
  • Posts: 963
  • Play Guard, Never be out gunned
Re:12" tau movement
« Reply #12 on: August 1, 2002, 10:46:22 PM »
ok hey if u want mobility how is deep striking for ya? take a look at the rules and questions board and like 1 to 2 pages back i posted a list of all the units that can deep strike those units can also move 6 in the movement and 6 in the assault, so in effect you can always move 12" a turn.  oh and load up on marker lights and seeker missiles also the missiles on the broadsides that dont need LOS.

Instant IQ test click here

Warp Riders Expeditionary Force
Win=15
Loose=2
Tie=0

 


Powered by EzPortal