Help support TMP


"Need to paint Tau for nephew, what configuration?" Topic


9 Posts

All members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page.

Please remember that some of our members are children, and act appropriately.

For more information, see the TMP FAQ.


Back to the Warhammer 40K Message Board


Areas of Interest

Science Fiction

Featured Hobby News Article


Featured Link


Featured Showcase Article

15mm Automaton Heavy Infantry

Automatons with missiles, flamers and mini-guns!


Featured Workbench Article

Zombies on the Workbench

Chogokin Fezian encounters the Walking Dead.


Featured Profile Article

Day Three at Iron Dream Tournament 4

Just when they thought it was over...


700 hits since 12 May 2016
©1994-2024 Bill Armintrout
Comments or corrections?

D6 Junkie12 May 2016 5:33 p.m. PST

Got a box of tau fire warriors for my nephew.
Don't have the codex or anything.
Which weapon should I use, what is the typical configuration.

picture

this is the box I have.

Pictors Studio12 May 2016 7:03 p.m. PST

They can have up to half carbines. I think that is a bit much. I usually put 3 together with carbines in every 12 figures.

haywire12 May 2016 7:52 p.m. PST

I agree with Pictors, you don't need 50/50.

Also the blade knife can be on the squad leader (its an option). He can also have the scanner thing.

If you want you can make two versions, one with and one without. If you care about WYSIWYG.

D6 Junkie12 May 2016 8:23 p.m. PST

Thanks guys!

Frederick Supporting Member of TMP13 May 2016 5:42 a.m. PST

Agree with the above – I only use one carbine and that is the squad leader (with, as noted, the knife)

I find the Tau great figs to paint – easy to get a basic paint scheme done and then they allow for a lot of fine detailing if you have the inclination

D6 Junkie13 May 2016 7:03 a.m. PST

Is the carbine a multi shot weapon?

15mm and 28mm Fanatik13 May 2016 7:12 a.m. PST

Yes, it's 18" Range S5 AP5 Assault 2 Pinning

Which means the firer can fire twice after moving. The effective range is still below the Pulse Rifle's, which has a range of 30" and can shoot twice if the firer doesn't move.

Pictors Studio13 May 2016 9:26 a.m. PST

That is why it is nice to have a few in there. Moving and shooting is nice when the enemy get close. The real big advantage can be the pinning though. If you can pin them, they can't come after you.

D6 Junkie13 May 2016 11:08 a.m. PST

Understood!

pigasuspig23 May 2016 9:21 p.m. PST

Both weapons can move and shoot exactly the same way: 2 dice at half range (15"/9") or 1 die at full range (30"/18"). The Carbine gains Pinning, a marginally useful ability, at the cost of 12" of range.

The only consideration for standing still is if you accompany your squad with a Fireblade, an HQ option which gives them an extra shot if stationary.

Sorry - only verified members can post on the forums.