Yes, they can, though they need to be large units to be able to pull it off. Can't remember who it was, but another Esc 40Ker tarpitted Mephiston with Fire Warriors.Dectomax said:I would like to know if the Tau units can tar-pit, this is a big factor in a few of my tactics.
Will keep open in a tab then!SckizoBoy said:Yes, they can, though they need to be large units to be able to pull it off. Can't remember who it was, but another Esc 40Ker tarpitted Mephiston with Fire Warriors.Dectomax said:I would like to know if the Tau units can tar-pit, this is a big factor in a few of my tactics.
Truth be told, though, I hate running Kroot, because they're saveless, and don't have much impact either in shooting or in combat (apart from a high number of attacks, their initiative really doesn't merit the cost). And I'd mini-max the FW squads and mech the whole lot up and just use them to contest right at the end of the game. And even if the 'Fish get downed: free cover.
I'll have to check my copy of the codex to see if the Stealthsuits are really worth it these days... watch this space.
Pulse Rifle? Yes, it RP's & H1 30", but the Pulse Carbine is an A1 18" weapon. The thing is, I wouldn't even really rely on the the Kroot to be good tarpitters unless you get Hounds in there (though the 10+ Kroot requirement does drain the points) since they can get brushed aside quite easily by IG with orders. Only just checked... didn't realise how shite all troops choices are in CC (sorry, like a boring bugger, I typically have CC oriented armies hence my reluctance to fight with IG and Tau)... =PDectomax said:Will keep open in a tab then!
Also, that's cool. The Kroot were going to be a Tar-pitting unit. Infiltrate into cover and then tie up any units the opponent is trying to push forward. Even if they lose the combat, I can then just rapid fire with Fire warriors. ( I believe the pulse carbine has rapid fire? )
ah, that's cool - Cheers for checking the Codex for me too. I'm hoping that the kroot will be able to just pin some of the key units down. Maybe keep a few of the Termies at bay, long enough for me to take out his other units. My tactics revolve around precise targeting, taking out the most dangerous units to my army. It's going to be different staying out of CC though, after playing Dark Angels!SckizoBoy said:Pulse Rifle? Yes, it RP's & H1 30", but the Pulse Carbine is an A1 18" weapon. The thing is, I wouldn't even really rely on the the Kroot to be good tarpitters unless you get Hounds in there (though the 10+ Kroot requirement does drain the points) since they can get brushed aside quite easily by IG with orders. Only just checked... didn't realise how shite all troops choices are in CC (sorry, like a boring bugger, I typically have CC oriented armies hence my reluctance to fight with IG and Tau)... =PDectomax said:Will keep open in a tab then!
Also, that's cool. The Kroot were going to be a Tar-pitting unit. Infiltrate into cover and then tie up any units the opponent is trying to push forward. Even if they lose the combat, I can then just rapid fire with Fire warriors. ( I believe the pulse carbine has rapid fire? )
Right, Stealthsuits aren't a bad choice, because they're maneuverable and have good range on their burst cannons (and a fusion gun wouldn't go amiss), so they're good to jump around lending fire support. And markerlights, I cannot stress how powerful markerlights can be. With a +1BS on all lit targets, it is a very potent upgrade.
You're welcome, and...Dectomax said:ah, that's cool - Cheers for checking the Codex for me too. I'm hoping that the kroot will be able to just pin some of the key units down. Maybe keep a few of the Termies at bay, long enough for me to take out his other units. My tactics revolve around precise targeting, taking out the most dangerous units to my army. It's going to be different staying out of CC though, after playing Dark Angels!
Out of all the chapters, Dark Angels are the worst atm. If you want to stick to SM, at least do a decent chapter like Blood Angels or Wolves. Or Grey Knights.Dectomax said:So, after digging through my attic I came across a very special box. A box from my childhood. Upon opening it, there lay my Dark Angels. My favourite models ( At the time ). They were covered in dust and in varying states of disrepair.
Now, my conundrum is this; I'm starting 40K up again, a few friends are interested and are buying armies. ( Blood Angels, Grey Knights, Orks and Chaos/Tyranids )
I'm unsure whether to Repair my Dark Angel army ( Standing at just over 5000pts and mostly consisting of 1st/2nd edition models ) or too chose a new army/collect a new batch of speeeshmehreens.
I'm looking at the Tau with interest, because I think they look awesome and I like their longer range, though they'd suck in CQB unless supported with Kroot/Battlesuits. Other than that I'm not sure if I'd want to collect any of the other armies available.
So, my question to you is, what do you think I should do? Repair/Repaint my old army, Collect a new Space Marine army or start anew with Tau?( Looking at most of 1500pts battles ).
Something else just came to mind... once you have an army of 1500+pts, take Commander Farsight. And now I remember the reason I dislike Tau... Farsight is the only model in the entire damned list who has (let alone has access to) a power weapon. Kit his bodyguard (which is larger, incidentally) with burst cannons, flamers, missile pods and an occasional plasma rifle and it can be very hard-hitting. Also, that he gifts everyone a bonding knife can be invaluable. The only problem being that he limits selection quite badly. Still just a suggestion...Dectomax said:snip... again