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View Full Version : A Tau XV-8 Command Team...Advice?



Burn_Tide
03-05-2012, 10:29 PM
Hey guys, I'm starting a new tau army and I was wondering if you guys think this Crisis Suit Command Squad is ok.

Crisis Suit Command Team @ 247 points

XV-8 Commander Shas'El (83)
- Twin-Linked Fusion Blaster, Targeting Array, Hard-Wired Target Lock
XV-8 Bodyguard Shas'Vre (82)
- Plasma Rifle, Missile Pod, Targeting Array, Hard-wired Multi-Tracker
XV-8 Bodyguard Shas'Vre (82)
- Plasma Rifle, Missile Pod, Targeting Array, Hard-wired Multi-Tracker

My goal with the commander w/ fusion blaster was to destroy a transport using the target lock and blasting the crew inside with the body guard. He'll have that or the plasma/missile set up instead.

I think I made it into a basic fire knife team, but what I was really wondering was whether this is a good unit for a beginner.
For an anti-mEQ, Tau strike force, would this be a decent command team? Any suggestions?

Thanks!!! Happy Wargaming y'all!:eek:

Rahakanji
03-06-2012, 08:45 AM
I don't think this is even possible! Because, albeit you can shoot at different targets, the shoots are still at the same time! So you could Pop two different tanks but not one Tank and their "crew".

I would also recomend 2Drohnes (Shild and Attack), with one of the Vre's because you will have additional all.-groups!

Vashtek
03-06-2012, 08:50 AM
I don't think this is even possible! Because, albeit you can shoot at different targets, the shoots are still at the same time! So you could Pop two different tanks but not one Tank and their "crew".

This man speak truth.

Burn_Tide
03-06-2012, 09:13 AM
great, thank you!

Rapture
03-06-2012, 10:40 AM
Not to mention the fact that you would kill an absolute maximum of 6 marines (assuming all shots hit, wound, and all save fail - unlikely) and then be stuck within 18 inches, allowing the remaining marines to catch you in CC, which is bad new for crisis suits.

Burn_Tide
03-07-2012, 10:48 PM
well, I dont plan to be running the crisis suits all alone on a cliff, so they wont be alone in their shooting, but there are likely variables to consider such as cover, pinning ( i know, terribly unlikely), terrain that can obstruct assaults, etc. I don't plan on simply moving in the open, shooting, and backing up 6". there will be more (and obviously varying) tactics, and I was looking for something that has a primary but flexible goal to accomplish.

But still thanks for the input!!! :D

Son of Adam
03-08-2012, 08:05 AM
Burn Tide, you might want to consider giving the commander a fusion and a Missile or Plasma, instead of reducing him to a single melta shot. He will be able to contribute to the rest of the game, and considering the points of the squad, it is probably cost inefficient to trade that squad for a transport and some troops (not to mention hard to pull off). I like meltas in the crisis squads, but to have a 83 pt guy with one twin linked melta is a bit expensive.

I also agree with Rahakanji that you may want to add some drone support.

Good luck.

Tiberian
03-08-2012, 11:12 AM
I doubly agree, give him something that has a bit longer range so you're not constantly having to keep in assault range to shoot. Even if you move your assault six inches directly away from the squad you're shooting at, 16" can be overcome by fleet or fast units. Do some dancing around and poking with plasma or missile pods as the second weapon option.

ElectricPaladin
03-08-2012, 11:55 AM
In my experience, it's best to kit an entire Crisis Suit squad out for achieving one or two complimentary goals really well, rather than attempt to create one squad that can do a lot of things poorly. Crisis suits are strong, but they can't put out a high volume of fire. Since in this edition the Command and Control element of the game is gradually draining away, troops rarely fall back from casualties and you can't count on "kill enough of them to make them back off" to save you.

I'd say make this a long range missile pod support crisis suit squad, or a close up deep-striking tank-popping fusion blaster squad, or something else entirely. Check out Advanced Tau Tactica (you can Google it). They've got a lot of articles on the best Crisis Suit loadouts and what they're good for.

energongoodie
03-08-2012, 01:49 PM
Why not two plasmas or two fusion blasters? The Tau empire codex does not have the restriction of two weapons counted as twin linked that the first one did. Just pay double the points and have the extra shots rather than re-rolls.

ElectricPaladin
03-08-2012, 01:51 PM
Why not two plasmas or two fusion blasters? The Tau empire codex does not have the restriction of two weapons counted as twin linked that the first one did. Just pay double the points and have the extra shots rather than re-rolls.

This is incorrect. All doubled weapons are automatically twin-linked (and discounted).

Otherwise, I'd be rocking the dual plasma rifles all day long.

energongoodie
03-08-2012, 02:00 PM
This is incorrect. All doubled weapons are automatically twin-linked (and discounted).

Otherwise, I'd be rocking the dual plasma rifles all day long.

Can you point me to the rule? It's not in the codex or the rule book.
Please note that I am not writing this with a confrontational tone. :)
It's just most people seem to think this but I can't find the proof, only an out of date codex. I'm up for being wrong but can't find the evidence

ElectricPaladin
03-08-2012, 02:30 PM
Can you point me to the rule? It's not in the codex or the rule book.
Please note that I am not writing this with a confrontational tone. :)
It's just most people seem to think this but I can't find the proof, only an out of date codex. I'm up for being wrong but can't find the evidence

Happy to oblige:

"Twin-Linked Weapon Systems: Where a weapon system is given two points values, the first is the price for the normal, single-mounted version, and the second is for two weapons (counting as a twin-linked weapon of that type). A single-mounted weapon counts as a single battlesuit weapon system, and a twin-linked weapon counts as two. No model may carry three of the same weapons system."

These seems to modify the above:

"No model can pick the same item twice..."

Both on page 25 of the current Tau Empire codex.

Basically, though it isn't 100% clear, you aren't allowed to take two independent plasma rifles (or whatever) because you aren't allowed to take two of anything. Weapons are an exception, but are automatically twin-linked and discounted.

energongoodie
03-08-2012, 02:51 PM
"No model can pick the same item twice..."



Done and done :)

DarkLink
03-08-2012, 03:38 PM
Right, the Tau codex specifically allows you to take a twin-linked weapon by filling two slots with the same weapon, but you can't take two independent weapons of the same type.

energongoodie
03-08-2012, 04:28 PM
I think I've always just read it as the 'no item twice' applying to the battlesuit wargear list only because of the way it is written.

Muppet :o

bob10182
03-08-2012, 10:44 PM
Tau tactics is awesome and tau blog is too. I just started running two two man Hq teams with commander bodyguard, both have twin linked missle pods and plasma with hardwired multitracker. My regular crisis suits have twin linked missle pods and flamers. My Hq teams can help with meq. But can still contribute to long range shooting. My other suits are heated for middle shooting and if it comes down to it a suicidal flame run. Don't forget to use your vehicles as cover.

Burn_Tide
03-09-2012, 01:58 PM
Great, Thank you all helps a lot!!!! :D