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Babbalui

PostPosted: Fri Jun 30, 2006 12:34 pm


Yeah. I always end up growing impatient and attack. Imperial gaurd are too good at defending. They should run into the line of Tau fire. twisted
PostPosted: Mon Jul 03, 2006 7:22 am


ShasO Bane
You need those on your Vehicoles, expeshialy you Hammerhead. That is one of the mose dangerous things on the field, It is a skimmer with a Strength 10 AP 1 Weapon,It's going to take alot of fire, so you have to protect it.


see i have the ion cannon on mine people are more affraid of the 3 fusions guns and 6 seeker missles comming thier way to shoot at my hammerhead all the while it is cheap i cant rember which one it is but i sometimes take the one that turns stuff to glancing hits but thats only if i have spare points, besides my whole army is minamalist in 1500pts i have 2 suits and 3 stealths everything else is warriors in fishes and hammer heads

menoftanith


Oryn

PostPosted: Mon Jul 03, 2006 1:06 pm


menoftanith
see i have the ion cannon on mine people are more affraid of the 3 fusions guns and 6 seeker missles comming thier way to shoot at my hammerhead all the while it is cheap i cant rember which one it is but i sometimes take the one that turns stuff to glancing hits but thats only if i have spare points, besides my whole army is minamalist in 1500pts i have 2 suits and 3 stealths everything else is warriors in fishes and hammer heads


You have Ion Cannon on all of your Hammerheads? And no Broadsides? No offense, but I wouldn't be caught dead with a list over 1000 points with no Railgun. Fusion Blasters are great and all, but unless they're on Piranhas, they're just too slow. I assume all of your Fire Warrior squads have a Shas'ui with Markerlight and Target Lock. So you can fire your other anti-tank weapon, the Seeker Missile. However, putting those squads of Fire Warriors in Devilfish means there's numerous turns where they cannot make use of that Markerlight, and the Seekers can't be fired off.

And there is no upgrade that downgrades penetrating hits to glancing ones. The only thing that's even close is the Disruption Pod, which only makes you obscured, and only at distances of greater than 12", so guys getting close with meltaguns and meltabombs will still mess up your Hammerhead but good. You should, at the bare minimum, take the Multi-tracker, Target Lock, and Decoy Launcher. Without the Multi-tracker, your tanks are stuck moving at a stately 6" pace if they want to fire thier weapons. Once you have it, you can start making moves of up to 12", and you get the protection of Skimmers Moving Fast, which means you cannot be penetrated at all, even in close combat. The Decoy Launchers will help mitigate the consequences of Skimmers Moving Fast, namely that immobilized results will destroy you. And finally, Target Lock means you don't have to waste fire. Your Burst Cannon can shoot at those Space MArine Scouts that are at 14" while your Ion Cannon pummels the Command Squad 50" away.

Every other upgrade can be equipped on personal preference, but Multi-tracker/Decoy Launcher/Target Lock is pretty much bog standard kit on Tau players' tanks, because it's too mind-bogglingly useful to go without.
PostPosted: Mon Jul 03, 2006 1:44 pm


It counts as Obscured passed ten not twelve.

Desperado de Anarquia


Oryn

PostPosted: Mon Jul 03, 2006 2:53 pm


ShasO Bane
It counts as Obscured passed ten not twelve.


Are you sure? I've lent my Tau codex to a friend for the weekend so I can't check it til tonight, but why would they pick such an odd measurement? All static GW measurements that I know of are multiples of six, except for leaping, which is a factor of six.

EDIT: Got my codex, I'm right. It's 12 inches.
PostPosted: Tue Jul 04, 2006 5:57 pm


see thats the other differnce i have smart missles with my ion cannon, genrally in my games people ignore the S7 ion cannon as it needs 5or6s on most of the tanks it faces and instead shoot at the devil fish comming towards them i can fire 4 seeker missles a turn as well as my 3 shoots from the ion cannon and by turn 2 or 3 i have the two fusions and 2 plasmas as well, as for things getting closser than 12" with meltas and combat they have to get out of thier deployment zone first which normally takes them 3 turns aggainst me as the 3 devil fish have 18 fire warriors with carbines charging them on turn 2 (and quite often winning) and when they get closser they have to deal with 30 or 40 pulse carbine shoots the 24 kroot and the smart missles so not much gets close enough to penatrate the thing. i cant post my list up but if i do i can assure you it is very unorthadox but still mages to win or draw most games even aggainst combat orks and space wolves my charging tau army comes out with at lest a draw.

menoftanith


Babbalui

PostPosted: Wed Jul 05, 2006 12:23 pm


Sounds unorthadox, but fun. 3nodding I only have one Hammer head and a Sky ray that can change into both forms of hammer head and also a devilfish. 3nodding sweatdrop I need some damn broadsides! gonk crying
PostPosted: Thu Jul 06, 2006 7:55 pm


menoftanith
see thats the other differnce i have smart missles with my ion cannon, genrally in my games people ignore the S7 ion cannon as it needs 5or6s on most of the tanks it faces and instead shoot at the devil fish comming towards them i can fire 4 seeker missles a turn as well as my 3 shoots from the ion cannon and by turn 2 or 3 i have the two fusions and 2 plasmas as well, as for things getting closser than 12" with meltas and combat they have to get out of thier deployment zone first which normally takes them 3 turns aggainst me as the 3 devil fish have 18 fire warriors with carbines charging them on turn 2 (and quite often winning) and when they get closser they have to deal with 30 or 40 pulse carbine shoots the 24 kroot and the smart missles so not much gets close enough to penatrate the thing. i cant post my list up but if i do i can assure you it is very unorthadox but still mages to win or draw most games even aggainst combat orks and space wolves my charging tau army comes out with at lest a draw.


This post was a chore to work through. No offense, but is English your first language?

The only way I can see you getting off 4 seekers a turn with the list I have hand constructed based off your posts, is with Pathfinders. Pathfinders are so ungodly fragile I would never, ever depend on them. If they're placed somewhere useful, they die. If they're placed somewhere where they can survive, they're practically useless. Dead Pathfinders = no Markerlights = no Seeker fire. Moving Pathfinders = no Markerlight fire = no Seeker fire. I suppose they might last a little longer in your army because you don't follow the "Don't get shot" philosophy, but I'd still rather not depend on them, as all it takes is a smart opponent to wipe them out, and then all they have to worry about are your meltas.

Not only that, but your Devilfish are completely unupgraded, meaning they can't provide supporting fire for your Fire Warriors as you run up, and they can easily be downed. Destroyed Devilfish = no Seeker fire from them.

Why can't you post an army list? Guild rules prevent you from posting all the points values, but you can post the whole list and put a total army size on it.

Oryn


menoftanith

PostPosted: Fri Jul 07, 2006 7:44 am


i cant post the list up because until the end of august i have no accses to any of my warhammer stuff. for me i have never had a problem with my pathfinders dying off to quickly and quite often they are still alive at the end of the game and made more than thier points back.
PostPosted: Fri Jul 07, 2006 1:30 pm


menoftanith
i cant post the list up because until the end of august i have no accses to any of my warhammer stuff. for me i have never had a problem with my pathfinders dying off to quickly and quite often they are still alive at the end of the game and made more than thier points back.


Like I said, if your Pathfinders survive, it's probably due to two reasons. One, you rush your opponent, rather than following the common strategy of jump-shoot-jump and target denial. Common Tau strategy revolves around denying the enemy anything to shoot at. Pathfinders however, are locked down because of thier heavy weapons, and the need to be able to see as much of the battlefield as possible. Hence, when you deny sight or range to most of your army, the enemy will hit the few targets then can with what they have, hence Pathfinders die awful fast in most lists. You rush however, so people try and shoot the stuff rushing them and ignore the Pathfinders.

Which brings me to the next reason your Pathfinders don't die: Your opponents aren't smart enough to go after them in the first place. If I was playing against you, I'd field tie up those Pathfinders ASAP, either by pinning, assault, or by forcing them to move. If I had a Dread with an Inferno Cannon or a Hellhound, I could wipe them all in one go.

Oh, and the last problem with your list, though I suppose it depends on your local player populations. You have no way to deal with a Monolith, and limited ability to take out Land Raiders. All you have are S8 weapons, which can barely scratch the Monolith, and Meltas which can barely pen it, but only by getting close enough to take fire from an AP3/AP1 template and taking D6 small arms shots. A Land Raider can shoot up your Melta equipped Crisis squad, and then have almost free rein for the rest of the game, as it can only be glanced by Seekers. Granted, this might not make any difference if there are no Necrons in your area, or noone fields AV14 vehicles.

Oryn


menoftanith

PostPosted: Fri Jul 07, 2006 6:45 pm


there is a simple solution to the monolith most players tend to ignore and that is to ignore the thing itself, i play in 1500-2000pt games if you want to take a monolith in you list and watch yourself phase out rather quickly, cropns dislike combat as much as tau so most cron players hate my list as they fall alot quicker
PostPosted: Sat Jul 08, 2006 6:31 am


Well, I just got a squad of Broadsides (FINALLY!!!), so I should be in good shape if I verse the monolith. xd I like having twin-linked railguns because with the hammerhead ones, I tend to get only ones. neutral So, now I can re-roll those damn ones! xd heart
I just need to keep the broadsides alive long enough. sweatdrop

Babbalui


Babbalui

PostPosted: Mon Jul 17, 2006 12:32 am


I have 2 squads of 3 crisis battle suits and one squad of broadsides now. That is the extent of my battle suits. Does any one have any suggestions on what support systems I should put on the broadsides? I already have the smart missle systems, shield generators, and multi-trackers on them. Should I add anything else?
PostPosted: Mon Jul 17, 2006 5:45 pm


Babbalui
I have 2 squads of 3 crisis battle suits and one squad of broadsides now. That is the extent of my battle suits. Does any one have any suggestions on what support systems I should put on the broadsides? I already have the smart missle systems, shield generators, and multi-trackers on them. Should I add anything else?


Well, for one, unless those Broadsides are all seperate team leaders, that's an illegal configuration. Broadsides are only allowed one support system. And it depends more on your playstyle. I enjoy keeping my Broadsides as mobile as possible, so my squad leader equips shield drones, and all hardpoints are taken by stabilization systems. In general though, the Shield Generator is more preferable than the Multi-tracker, unless you have also switched out the SMS for twin-plasma.

Oryn


FlashbackJon

PostPosted: Tue Jul 18, 2006 4:26 pm


Does anyone still play Kroot anymore?

I thought about adding Kroot Mercenaries to my Ork army for a little more "shooty" focus. Unfortunately, as mercenaries I can't give them the "Ork" mutations.

I even pondered including More-Shoota Shoota Boyz "counts as" Kroot Mercenaries. wink
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