PourSpelur Posted February 21, 2017 Report Share Posted February 21, 2017 Looking to build a 6 suit team for Kill zone at OFCC but I have zero Tau experience. Any suggestions on how to arm them? Further info. I picked up a box of the Regult Battlesuits from the Robotech fiasco for a good price. Plan on making them into grot walkers but I'm stuck on what weapons to build. 1 Quote Link to comment Share on other sites More sharing options...
scottshoemaker Posted February 21, 2017 Report Share Posted February 21, 2017 Don't Crisis suits have 2+ saves? No 2+ saves in kill team... Quote Link to comment Share on other sites More sharing options...
pretre Posted February 21, 2017 Report Share Posted February 21, 2017 Crisis are 3+ Quote Link to comment Share on other sites More sharing options...
Guest Posted February 21, 2017 Report Share Posted February 21, 2017 Looking to build a 6 suit team for Kill zone at OFCC but I have zero Tau experience. Any suggestions on how to arm them? Further info. I picked up a box of the Regult Battlesuits from the Robotech fiasco for a good price. Plan on making them into grot walkers but I'm stuck on what weapons to build. Only played kill team a few times under the new rules. Still, as I've found it, the strongest kill teams are spaming lots of models, just because the melee and shooting rules don't work well with lots of single model units. If you do go with Crisis Suits, I suggest that upgrade that allows them to split fire and the upgrade that gives them drones. Quote Link to comment Share on other sites More sharing options...
Kaoshin Posted February 22, 2017 Report Share Posted February 22, 2017 If you want 6 crisis suits you're largely limited to burst canons as ranged weapons due to the points involved. 200 point cap. Crisis Suit is 22 points, and cheapest ranged weapon is 8. They're decent anti-infantry with 4 shots each and 4 of them puts you at 120 points. Another 44 for the base crisis suits gets you to 164, and that leaves you with 36 points for two 15 point weapons of your choice and a 5 point upgrade or one twin-linked weapon and a single one. Choose your poison. There's a little bit of play if you want to twin-link some burst cannons in exchange for a heavier weapon but otherwise unless you want to devote a suit to running across the table and flamethrower-ing someone that's about all the choice you have with 6 suits on the table. 1 Quote Link to comment Share on other sites More sharing options...
DisruptiveConduct Posted February 22, 2017 Report Share Posted February 22, 2017 Still, the JSJ of the suits will be a huge advantage on a smaller table with that kind of reach Quote Link to comment Share on other sites More sharing options...
VonVilkee Posted February 22, 2017 Report Share Posted February 22, 2017 It is! I love running a single suit plus the contents of the kill team box. Drones are surprisingly super good too. My meta has a number of people running transports tho so my suit is equipped for dealing with that missle pods and such. Making him the specialist with feel no pain is pretty awesome. Either way suits get really good with specialist upgrades. 1 Quote Link to comment Share on other sites More sharing options...
PourSpelur Posted February 22, 2017 Author Report Share Posted February 22, 2017 I'm cool with 5 suits too. Just mentioned 6 because that's how many models I have. Playing with Battlescribe gives me: Suit, tl plasma Suit, tl plasma Suit, tl burst Suit, tl burst Suit, tl missile pod How's that sound? It's for a friendly so I'm not worried about min/max, just something presentable. Should I drop the twin linking and add some drones/greebles/second guns? Played around a bit more with Battlescribe and took some advice. How's this sound? Suit, burst cannon Suit, burst cannon Suit, burst cannon Suit, plasma rifle Suit, missile pod Suit, flamer 197 points, one more suit Quote Link to comment Share on other sites More sharing options...
VonVilkee Posted February 22, 2017 Report Share Posted February 22, 2017 You don't have to worry about 2+ saves so plasma is less necessary. I would highly recommend some drones for more board presence, also some more long range to have some hang back. Specialist choices really matter for equipment have you given thought to that? I'd also consider switching plasma to Melta for something to deal with armor and feel no pain guys. Tau plasma at str 6 is less versatile... Quote Link to comment Share on other sites More sharing options...
AbusePuppy Posted February 22, 2017 Report Share Posted February 22, 2017 Always take two guns, never take a twin-linked gun. Missiles and Burst are your go-to weapons, although having a Flamer as a third to discourage charges isn't a terrible idea. Airbursting Frag Projector is also kinda neat, since it ignores cover innately. Drones for ablative wounds and extra bodies are very helpful. 1 Quote Link to comment Share on other sites More sharing options...
Guest Posted February 22, 2017 Report Share Posted February 22, 2017 I'm cool with 5 suits too. Just mentioned 6 because that's how many models I have. Playing with Battlescribe gives me: Suit, tl plasma Suit, tl plasma Suit, tl burst Suit, tl burst Suit, tl missile pod How's that sound? It's for a friendly so I'm not worried about min/max, just something presentable. Should I drop the twin linking and add some drones/greebles/second guns? Played around a bit more with Battlescribe and took some advice. How's this sound? Suit, burst cannon Suit, burst cannon Suit, burst cannon Suit, plasma rifle Suit, missile pod Suit, flamer 197 points, one more suit So for kill team, this means you can only engage 6 models per turn, since each model in the opponent's kill team will be a different unit. So, in example, facing 20 IG camoline veterans is a reasonable opponent for kill team. And 6 per turn is plenty, provided you can keep that up for about 4 turns of 6 enemies killed per turn. Kill team often has more cover, so don't expect weak targets to drop easily. Oh, and a big one, no deep strike in kill team. Can't deep strike your suits, they'll be foot slogging all game. Quote Link to comment Share on other sites More sharing options...
AbusePuppy Posted February 22, 2017 Report Share Posted February 22, 2017 Six targets per turn, to be sure, but if he's doing it "right" and giving each suit a pair of weapons then he's actually tearing anything he shoots to pieces in short order. Eight Burst Cannon shots vs a single guy in cover should very rarely fail to vaporize that guy. 1 Quote Link to comment Share on other sites More sharing options...
PourSpelur Posted February 22, 2017 Author Report Share Posted February 22, 2017 Alright, think I have it dialed in Suit, burst cannon Suit, burst cannon Suit, burst cannon Suit, missile pod Suit, airburst thingee Gun drone Gun drone Still only 7 bodies, no upgrades. Thinking the no cover save specialist for a burst cannon, airburst has it as a weapon rule. No idea for other two specialist rules though. Opinions? Quote Link to comment Share on other sites More sharing options...
VonVilkee Posted February 22, 2017 Report Share Posted February 22, 2017 There is one that increases range... And a feel no pain one I use allot. The range increase would be baller on the air burst no Los requirement with a better range is awesome! Quote Link to comment Share on other sites More sharing options...
Guest Posted February 22, 2017 Report Share Posted February 22, 2017 Suit, missile pod Missile Pod is S7, right? That one unit should be enough anti-tank in rare off chance that the opponent brings a tank. Although your list would be fine, I had amazing results with a TL heavy flamer Razorback in kill team. Just ruined a Dark Eldar kill team. As for list suggestions, not sure how viable they are, but you could look into a Shield Drone being a specialist since they don't actually have the normal limitations of the unit (like having to stay near their suits). I actually ran a Mucloid Spore Mine as a specialist in kill team, once. It was interesting, to be sure. Quote Link to comment Share on other sites More sharing options...
Justjokin Posted February 23, 2017 Report Share Posted February 23, 2017 Now if only you can work in a few stingwings... Quote Link to comment Share on other sites More sharing options...
fluger Posted February 23, 2017 Report Share Posted February 23, 2017 I look forward to playing against this! What day works for you? Quote Link to comment Share on other sites More sharing options...
WestRider Posted February 23, 2017 Report Share Posted February 23, 2017 Do note that the OFCC KT event is using a different (and more limited) set of Specialist abilities than the standard KT rulebook. Details here. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.