Coffeemugg
11-07-2010, 11:00 AM
So after many many game with my tau army I have started to notice somthing- Hammerhead railguns never seem to be worth what I pay for them.
I read and read Tau forums and talk with players and they are always saying that you MUST equip this tank with the railgun. I have played along with this for quite a long time, so long infact that I forgot the stat line of the Ion Cannon.
In my army lists,as most Tau players would, I use my hammerheads as a mobile terrain. Using them to screen my battle suits.
Maybe this would be better if I showed the amry list I play, and the strategy behind it.
Bare with me because just talking about Railgun vs Ion cannon will NEED context.
HQ- Shas'el
Missile Pod(Autocannon profile for those that do not know tau)
Fusion gun(melta gun)
Multi Tracker(allows the mini to fire 2 weapons)
Drone Controller-Shield Drone
Stim injector- FNP
This guy comes in at an amazing 104 points- His 1 and only purpose is to Deep strike and hammer medium to light tanks like Manticore's, Vindicators, and things of that sort. He is completely expendable.
Elite- Battle suit squad
3 suits-Twinlinked Missile Pods and a Flamer
These guys are my bread and butter- coming in at 141 points for 3 suits these guys play a very specific fire support roll- Hammering Light vehicles and infantry with 6 missiles a turn. I run 2 squads of these. The idea is that they have an amazing reach and rarely get engaged by the enemy. I will run these in tandem with the hammer head. The hammer head will move 12 fire and the suits will move 6 fire and JSJ behind the hammerhead making them a very hard target to deal with. You will notice that they are equipped with flamers as well. This is not just because they are cheap. They play a verry unique roll in that they are protection against outflankers like Genestealers and thins of the like.
Elite- Battle suit squad
3 suits- Team Lead and 2 suits - Plasmaguns and Fusion with fusion gun.
Team lead drone controller-Shield Drone
This unit like the HQ has t specific rolls to paly. First off they deep strike.
They are made for killing off heavy tanks or medium-heavy infantry. They are designed to come in ware you need them the most filling any roll that is being missed by the rest of the army. They typically die but deal so much damage when they arrive it is usually worth it. They tend to cripple an important unit in an enemys amry to the point that its hard to recover from.
Troops-
6 fire warriors in a Devilfish.
Devilfish is equipped with Disruption Pods(basically a 4+ cover save)
Multi-Tracker-(makes the tank able to fire as though it were a fast tank)
Flichette Discharger- automatically wounds every modle it is engaged with in CC on a 4+
This user comes in at 160 points- I run 3 units. They never start on the table. These are my scoring units and for the points are the least effective unit I have in the army. I keep them in researve to come in late game and claim or contest objectives. Keeping them off the table allows me to keep them alive long enough to effect the game.
Fast-
3 Piranha's
Fusion gus
Flechette dischargers
These guys are for taking care of any armor. They start on the table. They are a fire distraction and extremely fast. With front armor 11 they are hard to deal with without Heavy weapon fire. They are also really good at contesting objectives.
Heavy-
Broadside team-
I run a 2 man squad with a team lead.
They are also equipped with Advanced Stabilizer System(slow and purposefull)
Team lead has a Drone controller with a Shield drone.
These guys are made for Killing Tanks. Nuf said.
They are usually setup in near the middle of the table, elevated if possible.
Then Last but not least
The Hammer head-
Now for a long time I have rant this load out.
Railgun, burst cannons, Disruption Pods, Multi Tracker, and Flechette Dischargers-
This comes in at around 180 points.
Now the tanks purpose is to screen my Twinlinked Missile Pod suits and put out a supressive fire.
They typically take the brunt of my opponents heavy weapons fire as they are feared.
The problem i run into is that when you miss with a railgun it is a tragedy. Even at BS 4 they will miss at least twice in a 6 turn game and that is not good.
Looking at the Ion Cannon from all angles. Im thinking it looks better an better all the time.
At St7 ap3 Heavy 3 it has a versatile roll right off the bat.
St 7 is able to glance or pen armor 11 and 12 relatively consistently, and with 3 shots at BS 4 you are hitting with 2 most of the time.
At AP3 it has some obvious uses as well. Killing MEQ . My army dose not have alot of AP weapons that are not focused on other things. The Ion Cannons would give me another tool for taking on units otherwise ignored by the railgun. Also equipped with Burst cannons it allows the tank to lean tword anti infantry than anti tank.
Also at a 35 less points than a railgun the output seems to be more.
Now I know that some people would argue that the railgun in Submunition Is better but I have to be hoest. It NEVER seems to make the points you pay for it.
My army has plenty of tank kill in it oustide the 2 Hammerhead railguns. 2 railguns and 7 fusion guns is enough to kill most heavy armor.
I have 7 Missile pods as well . On turn 1 I am able to engage 6 tanks or units, and as the game goes on It averages to be about the same a threat lands on the table and some of my units die.
So what am I looking for? Input form some non tau players-
I kinda want to know if im just nuts.(prolly am)
Would non tau players tend to ignore the Ion tank vs the Railgun?
With the Points I can save( 98 to be exact) I could add in a few Items. What do you think would add a better dimensino to the army?
Another HQ equipped almoast Identical giving me the ability to land 2 tank killers whare I need them.
Another Piranah making it possible to run 2 2man squads instead of 1 3 man squad
A 3rd Braod Side with Target Lock allowing him to target a different tank than the rest of the squad.
Efectivly making my army only loose 1 railgun.
Input will be help greatly.
Thanks!
I read and read Tau forums and talk with players and they are always saying that you MUST equip this tank with the railgun. I have played along with this for quite a long time, so long infact that I forgot the stat line of the Ion Cannon.
In my army lists,as most Tau players would, I use my hammerheads as a mobile terrain. Using them to screen my battle suits.
Maybe this would be better if I showed the amry list I play, and the strategy behind it.
Bare with me because just talking about Railgun vs Ion cannon will NEED context.
HQ- Shas'el
Missile Pod(Autocannon profile for those that do not know tau)
Fusion gun(melta gun)
Multi Tracker(allows the mini to fire 2 weapons)
Drone Controller-Shield Drone
Stim injector- FNP
This guy comes in at an amazing 104 points- His 1 and only purpose is to Deep strike and hammer medium to light tanks like Manticore's, Vindicators, and things of that sort. He is completely expendable.
Elite- Battle suit squad
3 suits-Twinlinked Missile Pods and a Flamer
These guys are my bread and butter- coming in at 141 points for 3 suits these guys play a very specific fire support roll- Hammering Light vehicles and infantry with 6 missiles a turn. I run 2 squads of these. The idea is that they have an amazing reach and rarely get engaged by the enemy. I will run these in tandem with the hammer head. The hammer head will move 12 fire and the suits will move 6 fire and JSJ behind the hammerhead making them a very hard target to deal with. You will notice that they are equipped with flamers as well. This is not just because they are cheap. They play a verry unique roll in that they are protection against outflankers like Genestealers and thins of the like.
Elite- Battle suit squad
3 suits- Team Lead and 2 suits - Plasmaguns and Fusion with fusion gun.
Team lead drone controller-Shield Drone
This unit like the HQ has t specific rolls to paly. First off they deep strike.
They are made for killing off heavy tanks or medium-heavy infantry. They are designed to come in ware you need them the most filling any roll that is being missed by the rest of the army. They typically die but deal so much damage when they arrive it is usually worth it. They tend to cripple an important unit in an enemys amry to the point that its hard to recover from.
Troops-
6 fire warriors in a Devilfish.
Devilfish is equipped with Disruption Pods(basically a 4+ cover save)
Multi-Tracker-(makes the tank able to fire as though it were a fast tank)
Flichette Discharger- automatically wounds every modle it is engaged with in CC on a 4+
This user comes in at 160 points- I run 3 units. They never start on the table. These are my scoring units and for the points are the least effective unit I have in the army. I keep them in researve to come in late game and claim or contest objectives. Keeping them off the table allows me to keep them alive long enough to effect the game.
Fast-
3 Piranha's
Fusion gus
Flechette dischargers
These guys are for taking care of any armor. They start on the table. They are a fire distraction and extremely fast. With front armor 11 they are hard to deal with without Heavy weapon fire. They are also really good at contesting objectives.
Heavy-
Broadside team-
I run a 2 man squad with a team lead.
They are also equipped with Advanced Stabilizer System(slow and purposefull)
Team lead has a Drone controller with a Shield drone.
These guys are made for Killing Tanks. Nuf said.
They are usually setup in near the middle of the table, elevated if possible.
Then Last but not least
The Hammer head-
Now for a long time I have rant this load out.
Railgun, burst cannons, Disruption Pods, Multi Tracker, and Flechette Dischargers-
This comes in at around 180 points.
Now the tanks purpose is to screen my Twinlinked Missile Pod suits and put out a supressive fire.
They typically take the brunt of my opponents heavy weapons fire as they are feared.
The problem i run into is that when you miss with a railgun it is a tragedy. Even at BS 4 they will miss at least twice in a 6 turn game and that is not good.
Looking at the Ion Cannon from all angles. Im thinking it looks better an better all the time.
At St7 ap3 Heavy 3 it has a versatile roll right off the bat.
St 7 is able to glance or pen armor 11 and 12 relatively consistently, and with 3 shots at BS 4 you are hitting with 2 most of the time.
At AP3 it has some obvious uses as well. Killing MEQ . My army dose not have alot of AP weapons that are not focused on other things. The Ion Cannons would give me another tool for taking on units otherwise ignored by the railgun. Also equipped with Burst cannons it allows the tank to lean tword anti infantry than anti tank.
Also at a 35 less points than a railgun the output seems to be more.
Now I know that some people would argue that the railgun in Submunition Is better but I have to be hoest. It NEVER seems to make the points you pay for it.
My army has plenty of tank kill in it oustide the 2 Hammerhead railguns. 2 railguns and 7 fusion guns is enough to kill most heavy armor.
I have 7 Missile pods as well . On turn 1 I am able to engage 6 tanks or units, and as the game goes on It averages to be about the same a threat lands on the table and some of my units die.
So what am I looking for? Input form some non tau players-
I kinda want to know if im just nuts.(prolly am)
Would non tau players tend to ignore the Ion tank vs the Railgun?
With the Points I can save( 98 to be exact) I could add in a few Items. What do you think would add a better dimensino to the army?
Another HQ equipped almoast Identical giving me the ability to land 2 tank killers whare I need them.
Another Piranah making it possible to run 2 2man squads instead of 1 3 man squad
A 3rd Braod Side with Target Lock allowing him to target a different tank than the rest of the squad.
Efectivly making my army only loose 1 railgun.
Input will be help greatly.
Thanks!