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Posted: Tue Jun 06, 2006 1:41 pm
I've been having trouble with infiltrating gene steelers recently, and my BTemplars Fire power can't keep them from assaulting while dealing with Lictors assaulting. Can anyone give me my best targeting options assuming there are 2 genesteeler squads of twenty and 2 Lictors all within assault range
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Posted: Tue Jun 06, 2006 2:10 pm
Simple, dont let them get there.
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Posted: Tue Jun 06, 2006 2:26 pm
[ Message temporarily off-line ]
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Posted: Tue Jun 06, 2006 7:24 pm
That sounds about right. Doing the unexpected totally blows the other players stratagie and gets them to panic some. 3nodding
I off to fight a 4 way team battle tomorrow. mrgreen Most likely the teams will be marines against Eldar and Tau. Big guns and annoying fast things. Oh I cant wait this should be great !!
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Posted: Wed Jun 07, 2006 12:39 pm
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Posted: Wed Jun 07, 2006 3:56 pm
Ohh hell, Dart, why ya gonna gotta go and do dat? ohh well, Simple, i dont have to worry to much about those close combat guys getting to me thats why i said that... but yea, heavy weapons on Nids really hurt them, if any thing, if they get a 5+ save, your normal bolters should plow right through anything, not giving them an armor save. Ohh yes, this is where ervery one wished they had 30"... ohh well, but still what tanks do you all get that let you fire ordance blasts? Rail gun on a lictor, no offence, 2+ to wound, no armour save, and if, IF i fail my 2+ nothing happens... which is unlikly, but hey. but if it does work, then we just had a lictor go splat, doesnt matter how many wounds it has or not, rail gun's strength is 10, T 4? Hmm... wait, that reminds me of a gun you guys get, Las cannon, or osmething like that. like str 9 and ap1 or 2, thats plenty to make things go splat... Ohh, guess what? Your a temp player correct? Check out that little thing that makes templars good in close combat and lets them charge extra or what ever, something like Zeal, seal, or something, my friend called it stupidity rolls... Ohh well.
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Posted: Wed Jun 07, 2006 4:34 pm
Well I just go back from the game, it's was great !! 6 turns 2000 points annihilate mission. marines/ guard vs. Tau and Blood angels. It turned into a take and hold for my side because there was a huge over pass thing and my team mate and I decided that was the line we wouldn't cross, nor did we let any thing else cross for that matter. The greatest moment was our enemy's deep strike..... right into our entire camped forces. They took crossfire from every one we had, a turn and a half took care of that. I am happy to report my dreadnought lived past turn 2, he came in via death wind drop pod. From now on it's the only way to travel for him. I have also decided it is really fun and annoying to have a load of marines sit and do nothing for an entire game, our enemy's had to come to us and our condensed choke point of fire made it nearly impassable. The problem came when they reached the bridge in the middle of the field, the game stalled and it ended in a draw, our point totals where so close it was nuts. I had a great time, I learned a lot. All Las Cannon devastator squads rule, the rules for reserves suck because you cant choose when you want them to deploy and assault marines need to make it into close combat immediately or they get gunned down. Ok the bit about the assault marines I knew, but this confirmed it. All in all a great day I cant wait to do it again !
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Posted: Wed Jun 07, 2006 4:56 pm
It really was a great game. I think I need to work a bit more on my dfensive strategy, although I think I put the railguns in good positions. What really tore us up was the timely arival of you callidus assassin.
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Posted: Wed Jun 07, 2006 5:48 pm
I think your set up was good, the unusual way nick ran his army hurt you because no one really moved for you to range us. I have got to work on the deployment of the assault marines. ::shakes head :: I hate that they cant assault when they land, basically they have to land 12-24 inches away from where they want to be shoot, then on the next turn pray they haven't been mowed down before they get into close combat. They need to amend the reserves rule as well. It doesn't make sense for teleporting terminators with teleport homers to have to hit the field immediately no matter what when the reserves roll says there available. That turns them into delayed deployment not reserves, reserves is IF you need them they are there to help not you have extra guys you have to use them or else.
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Posted: Wed Jun 07, 2006 6:03 pm
Maybe we should just make it a house rule that we don't have to deploy our troops until they are needed, After all, the rules aren't carved into stone.
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Posted: Wed Jun 07, 2006 6:20 pm
Sounds good. It just makes sense yes/no ? I dont thing GW really takes certain things into accout before sptting out rules. We certainly know there fluff is hurting.
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Posted: Wed Jun 07, 2006 9:20 pm
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Posted: Thu Jun 08, 2006 11:09 am
Dry, don't be an a** thing was a joke by the way.
We all know those Tau are shooty, but his problem is those models can move really fast and genestealers in infiltrate. A bad combination.
Sounds like everyone was having fun over the week, good games I hope.
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Posted: Thu Jun 08, 2006 2:44 pm
The game my self and Anuksu played was great. I love Death wind drop pods. heart
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Posted: Thu Jun 08, 2006 5:22 pm
Dart, i know the, Dry dont be an a**, Was a joke, notice how i used the hick terms in speaking? Any who, Lol, Yes, death wind bastards are funny, i just plan on getting to use my brother's space marine army, which will be very... fun... tho Necrons is something i plan on doing, becuase i, no offence to every one around, I like there story line better then any of the other races, Including Tau. And its cool that the Eldar were created by the old ones... yes im slow, i just found this out today at the game store, "BRowsing" the codexes. Im currently going to try and "Browse" at the Tyranid codex to devise a nice little stratage against them, see if my friend wont let me look at his templar codex for a few hours or so... but yes, it will all be fun...
I finnally found a true use for a Sky ray missle defence ship! Hooray! Only in my army too, since, every other tau army can use the AP weapons in more of a number, why take a sky ray? I know why! Because the O'shovah break away faction can only handle one sky ray, and only one hammer head. and one team of broad sides, which i amazingly got them to total up to about 280 points i think, it was like 280-180 something. But yes! my brain is coming back to me now that im out of that god forsaken depression, the one i havent told you all about, maybe Issis, but hey look at the bright side, i can now come up with stratagies greatly again. Meaning... why not, since ill more then likely never face you all, tell you all Tau secrets, and since we are all spread out over the world, makes it more worth while.
First tip, BEWARE THE WEED EATERS!!!.... hehe... If you all havent faced a team of 18 Deep striking stealth boys, have fun, 6 stealth suits, and 12 stealthed gun drones. Meaning, 30 shots hitting you, assuming there in range, but who would be stupid enough not to get into range?... Meaning, let there be meat shields on your flanks....Yes, exses fat... which is funny, but any who, im so bored.................................
Lalalala, i love it when i hear people say that they have finished there army, you will always hear me snicker behind there backs. Becuase, in all actual life, you never finish your army, you always have to do something to it. Thats why, once i get my tau army to its medium, it shall be an awsome break away faction, but in other news, WTF where is Red? I havent heard any thing from him in maybe a few weeks to a month.... Hey dart, go take a nice news paper to his head when you get a chance, im sure that would be great...
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