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Author Topic: fast,hard hitting tau army  (Read 1563 times)

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Offline Fuegan

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fast,hard hitting tau army
« on: July 26, 2002, 04:06:08 PM »
1000pts of speed and power.

HQ
Shas'o + Plasma Rifle, missile pod, shield generator
               hard-wired multi-tracker, 2 drones
2 Shas'vre bodyguard + Plasma Rifle, missile pod, shield generator  hard-wired multi-tracker, 2 drones

TROOPS
12 fire warriors + Devilfish + targetting array, multi-tracker
12 fire warriors + Devilfish + targetting array, multi-tracker

Heavy Support
Hammer head + railgun, smart missile system
multi tracker, target lock, disruption pod,

total = 1008
« Last Edit: July 27, 2002, 04:16:12 AM by Fuegan »
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Callidus

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Re:fast,hard hitting tau army
« Reply #1 on: July 26, 2002, 07:01:29 PM »
Too bad you only have 2 points left over. ;D A Pathfinder squad would be a good idea, since they could pin the enemy until the big firepower gets there. Add some of those missiles systems (the ones with unlimited range), and maybe a Steath suit squad, and SHABAM!, that's one killer army.

Offline Tobab816

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Re:fast,hard hitting tau army
« Reply #2 on: July 26, 2002, 11:37:55 PM »
Ok, first a few changes that I would suggest.

Your original army

Shas'o+ plasmarifle, missile pod, shieldgenerator hardwired multitracker plus hardwired dronecontroller + 2 drones
2 Shas'vre with similar

157+2x122=401

Troops

12 Firewarriors
Devilfish+targetting array+targetlock
120+90=210

12 Firewarriors
Devilfish+targetting array+targetlock
120+90=210

Troop Total= 420

Hammerhead+railgun+smartmissile system+multitracker+targetlock+disruptionpod
180

1001p

First of all. The HQ looks a bit odd..and expensive. You might want to trade away one drone for a Bonding knife. A bonding knife is WAY more powerful than any single gundrone. And I don't really know about the necessicty for such a defensive HQ in just a 1000p game. Since you have 6 drones to soak up fire you could dump the shield generators and gain 75 more points to be spent(20 for each generator, 5 for each multitracker that becomes a suit option instead and 5 points cheaper).

Second, the Devilfishes. You added a targetting array when the only thing that is effected by the targetting array is it's burstcannon? You added a targetting lock when it only has a burstcannon and two drones with carbines who have similar power and AP..only differing range? You DIDN'T add a multitracker which would have made the viechle able to travel up to 12" and fire. And remeber...the drones can always fire in ADDITION to any other weapon.

Third, you choose a disruption pod over a decoylauncher?
The decoylauncher improves the survivability of the tank by 12,5% while if you are going to use the Smart Missile system the disruptionpod won't add jack?

Fourth, you only have 27 models and 3 viechles on the table. And it's not a spacemarine army. And no bonding knives?

Personally if I would make an army with very similar capabilities it would look like this

Shas'o+ plasmarifle, missile pod, multitracker + hardwired dronecontroller + 2 drones
2 Shas'vre with similar
Bonded

132+2x97=336

Troops

10 Firewarriors(with 50% pulsecarbines)+bonded
Devilfish+multitracker+decoylauncher
110+95=205

10 Firewarriors(with 50% pulsecarbines)+bonded
Devilfish+multitracker+decoylauncher
110+95=205

Troop Total= 410

Fast attack=

7 gundrones

84p

Hammerhead+railgun+burstcannons+multitracker+targetlock+decoylauncher(note that a smartmissile system has only 6" more range and indirect fireadvantage. The burst cannons has 2 more shots and are cheaper)
170

1000p

And there you have an army that has tougher viechles, tougher troops choices(firewarriors will fight until the end...no breaking down and running home to mommy), is faster than your original army and has 3 more models and has roughly the same firepower.
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Offline Tycho

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Re:fast,hard hitting tau army
« Reply #3 on: July 29, 2002, 01:27:13 PM »
that sounds not bad   ;)
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