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Taurox Prime thoughts...


fearlessgod

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Good morning all. I've decided to build a pure Militarum Tempestus army. So, that being the case, the only vehicles that can be fielded in a pure Militarum Tempestus army is a Valkyrie and the Taurox Prime. Today we'll discuss the Taurox Prime.

 

Looking at the vehicle, the first things that stand out is the it's both a dedicated transport and a fast attack choice. It's a fast vehicle that can carry 10 models and is BS4 with light armour (AV 11/10/10) with 3 hull pointsa.

 

Now in my mind, there are 3 main builds:

 

1. battle cannon with TL autocannons (good versus all troops and light to medium vehicles)

2. gattling cannon with TL volley guns (good versus light infantry, horde armies and light vehicles)

3. missile launcher with TL autocannons (good versus all infantry and most vehicles)

 

For what I'm looking for, which is an "all comers" fluffy army, it looks as my dedicated transports will be the battle cannon/TL autocannon varient and the missile launcher/TL autocannon variend will be my static fire-support fast attack choice.

 

So, anybody else have any thought or opinions on how to use the Taurox Prime? What are your builds?

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Going off of what you've stated I would say use two (at least) of the Autocannon Missile Launcher Variant for a Home Objective Backfield sit back and shoot then race forward and grab late game. Use your other Variants to push forward and support..........personally I would be very heavy on the Deep Strike (mainly because I love DS) but also because it would be a nice little unit that would probably be way less threatening depending on loadout. Opponnent focus mainly on the wall of armor heading your way while the five man unit drops in and holds the mostly ignored spot.

 

Haven't used them at all but that's how I see it. Unless of course you are playing horde then Gatling Gun everything to death. Any and all scenarios magnets are your friends on any Vehicle.

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It's just an opinion, but the prime feels like it's about 10 points too expensive, considering it's severely lacking in the armour department. That being said, They feel more like they are meant to fight against infantry and light vehicles, while the scions fight the MCs and Heavy vehicles. Not convinced about what loadouts yet, but the limited range of the volley gun makes me feel autocannons are better.

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There's a few armies capable of wielding Ignores Cover at the strength and rate of fire needed to destroy one of these, though. Tau, Eldar, and other Guard to name a few.

While I agree with you point, there will always be someone "pop" your armor units, no matter what Ed. the GW comes up with.

 

And Fearless - I agree with battle cannon/TL autocannon varient and the missile launcher/TL autocannon idea I was thinking the same lines. I want to see your ideas on the Vals most, since I have never used flyers.

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There's a few armies capable of wielding Ignores Cover at the strength and rate of fire needed to destroy one of these, though. Tau, Eldar, and other Guard to name a few.

While I agree with you point, there will always be someone "pop" your armor units, no matter what Ed. the GW comes up with.

 

Given the cost and how easily it'll happen, IMO they're just not worth 80-odd points each. :/

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There's a few armies capable of wielding Ignores Cover at the strength and rate of fire needed to destroy one of these, though. Tau, Eldar, and other Guard to name a few.

While I agree with you point, there will always be someone "pop" your armor units, no matter what Ed. the GW comes up with.

Given the cost and how easily it'll happen, IMO they're just not worth 80-odd points each. :/

Yes I know and I agree, and I also think there are most likely more APCs that are not worth the points; but if your are into (like Fearless and myself) building a "Pure Militarum Tempestus army", besides the Vals this is what you have to work with.

To me this game has never been about the "points", it has been the hobby and having funmsn-wink.gif

Just my IMO

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I'd personally prefer not to spend weeks buying, building and painting something that'll last moments on the table, but I can also understand building an army to a theme. I'd say you really need to be hammering your opponent en masse and very quickly if you want these to find their mark, and be on them like white on rice Turn 2 when the Air Support arrives.

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I'd say you really need to be hammering your opponent en masse and very quickly if you want these to find their mark, and be on them like white on rice Turn 2 when the Air Support arrives.

Yes on this I would agree on this also.

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Perhaps Primaris Psykers with Fortune and other buffs if they're available? A 4++ would actually add a lot to their durability, but it begs the question of whether you want that much investment in a light transport.

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Rather than a Primaris Psyker you could go with some allied inquisition stuff. 10 pts gets you a psyker with divination. If you roll forewarning that provides a 4++.

 

As for the Tauroxes they are already overpriced so I'm leaning towards not compounding this problem by buying upgrades. I'm going to go with stock Taurox Primes for my MT/inquisition force.

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I've played quite a few games using an all Militarum Tempestus force at 1500 to 2000 pts. I run 1 Valkyrie and 3 Taurox Prime. 2 Taurox get Ml + AC, the other has the gatling gun and the volley guns. I use the Taurox as a weapons platform over using them as a transport to avoid making them too much of a target.

 

From my experience, the key to using them is to keep them in cover (I usually take an Aegis) and to give your opponent lots of other stuff to shoot at from turn 2. I typically deploy a single unit of Scions in one Taurox, just to get out and man the quad gun ahead of their fliers appearing. All the rest go in reserve and deep strike, with a single unit in the Valkyrie.

 

On turn 1 I usually take a few hull points on the Taurox, but rarely lose any (use line of sight blocking terrain to avoid taking lots of fire). As soon as the rest of the army deep strikes next to them, all interest in killing the Taurox goes as your opponent has a whole bunch of melta/plasma/hotshot which has to be dealt with first. At that point they can shoot away relatively unmolested and secure the rear objectives.

 

If you want to use them as a transport I'd take the battle cannon as they will die and die quickly if your opponent doesn't have better targets and you don't want to waste points on them. If you use them for the weapons, the Ml/AC and Gatling/volley gun options are both much better than the battlecannon option.

 

Overall, I think the Taurox Prime does well because nobody sees them as a big threat, and therefore will often not bother to finish them off, leaving them to shoot away relatively unmolested. Their ability to re-roll dangerous terrain rolls makes them ideal for hiding in cover to make them more survivable too. If you have 15 points left over after building your army, the camo gear is also worth considering, but it does make an already very expensive unit even more costly.

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I appreciate everybody's thoughts on the Taurox Prime. As it is a new vehicle for me, I'm looking for all kinds of imput on how to use them (both effectively and for fluff purposes).

 

I'm planning to use a few as transports (Scions armed with meltas or flamers) and a few to support 2 10-man Scion squads armed with plasmaguns. The idea of using them as fast attack choices, while deep striking has occurred to me as a viable option. As I am still in the planning stages of this army, I'm open to everything at this point.

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