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Post by grunt90 on Aug 23, 2007 0:35:44 GMT
750 TAU fleet
Hero Class Starship w/ Kor'el, Tolku pattern- 230
Merchant Class Starship w/ Dal'yth pattern, extra armour- 120
Merchant Class Starship w/ Dal'yth pattern- 105
Merchant Class Starship w/ Dal'yth pattern- 105
Messanger Class Starship- 50
(x3) Defender Class Starship- 135
745
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Post by Ravager Zero on Aug 23, 2007 0:50:20 GMT
Those Merchants should be 120 pts. Escort heavy, as a fair few Tau fleets are. And those defenders need to be in a squadron. (escorts are always brought in groups of 3-6, unless I'm forgetting something about the Defender class).
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Post by grunt90 on Aug 23, 2007 0:51:42 GMT
I modified my list before I seen that you posted, check it out now, and see how ya like it =)
and i thought they were 108, not five. I'll edit my list now and change it, but what i have is basically whats it gonna be.
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Post by Ravager Zero on Aug 23, 2007 0:56:31 GMT
Looks better, but there are still problems with the costs. Merchants cost 105, and with Upgraded hull, 120. Yours are 108 & 123 respectively. Defenders need to be purchased as a squadron, ie: 4 x Defender 180pts.
Sorry, but I'm a formatting Nazi. And with the proper costs, your list is only 740 pts. I would also advise swapping a Defender for a Messenger. The long range and turret based advantages of tracking systems are just awesome.
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Post by grunt90 on Aug 23, 2007 0:58:19 GMT
alright, i'll take out a defender for a messanger, and take armour off of one of the merchants.
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Post by Ravager Zero on Aug 23, 2007 1:06:43 GMT
That's looking like a solid list now.
On to some tactics: Squadron the Merchants together, that way they get to add their firepower together, and as squadron based firepower is resolved at once, they block each others fire lines with blast markers.
The Hero is a torpedo boat for turns 1-3, plain and simple. Beyond that it becomes a weapons battery for engaging anyone that tries to get too close to your lighter ships.
The Messenger should be kept inside the Merchant squadron, or next to the Hero, so either the most ships get the benefit from it, or the heaviest does, and with it's speed, it should be able to choose easily which group to follow.
Defenders have spineguns (iirc), so when you're going to attack, put them into Base to Base contact, and their 3 tiny S2 salvos become become 1 impressive S6 salvo. Also means they can share turrets if they get attacked by ordnance in the next turn.
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Post by grunt90 on Aug 23, 2007 1:10:57 GMT
I still have to read the rules for most of this stuff, like squadroning and those spineguns( first time i heard of them). Like I didnt know I could squadron the large merchants together, and things like that. But thanks for the tips.
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Post by Ravager Zero on Aug 23, 2007 2:50:24 GMT
Spineguns, in certain versions of the rules, ar referred to as 'Gravitic Launchers'. Either way they're just Tau torpedo launchers with a fancy name. And if you've downloaded the rulebook, print out at least the basic rules section. Helps as both a reference and in reading it.
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Post by grunt90 on Aug 23, 2007 3:39:32 GMT
but tau torpedos can move and stuff, right? like i the special rules thing they mentioned?
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Post by Ravager Zero on Aug 23, 2007 5:29:30 GMT
but tau torpedos can move and stuff, right? like i the special rules thing they mentioned? All torpedoes can move. Tau torps can manouevre.
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