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menoftanith

PostPosted: Mon Aug 07, 2006 7:52 am


Babbalui

6) Photon grenades are pretty much a big flash designed to staggar enemies. They are not offensive. They are designed to slow an enemies assault when they are going to come into hand-to-hand combat with you. It prevents them from attacking one more time, so it helps a lot when fighting tyranids, orks, grey knights, or any other mainly close combat army.



actualy it prevents any bonus attacks a model would get from charging so thinks like the beserker glaive which gives D3 on the charge losses that bonus as well its not just the one attack
PostPosted: Mon Aug 07, 2006 8:16 am


So, wait... What is this about a berserker glaive and a rolling a d3? I didn't quite understand that part. Did you mean to see it if wounded on-coming enemies on top of having them lose a bonus attack?

Babbalui


Babbalui

PostPosted: Mon Aug 07, 2006 8:30 am


yo_momma117
oh man thats alot to take in this late at night. I get most of it until 7 and 8, about maxing out battle suits by just getting a commander and giving him 7 body gaurds...ugh confusing.

I was hopping for like...4 firewarrior squads, 3 broadsides, 2 hammerheads, maybe 6 crisis suits, and 2 devil fish with some seeker missles, and using some major seeker support to destroy things from afar.
and unfortunatly i glued the shield onto his shoulder...
I am altogether confuzled on my future sweatdrop

Well, as for the shield, just break it off and try to glue the Command & Control Node over the remains of the Shield. If there is some plastic in the slot that the shield is in, try cutting it out with a sharp crafting knife or something, that usually works for me, but be careful when doing it. I don't want to be held responsible for giving you any ideas. neutral sweatdrop
The army that I was talking about had all of the same things that you just mentioned besides the seeker missles, I would have many more battle suits, and instead of 2 hammer heads, one will be a Skyray missle defence ship.
The thing with the skry ray is, that it can fire up to 8 seeker missles a turn. It has 6 mounted on the main rack and an optional 2 any where else on the tank.
It has two marker lights on it so it can fire its own seeker missles if the need arose, but with pathfinders, you can launch missles from all the way across the board and be behind good cover, and almost never miss your target. 3nodding They ALWAYS hit on a 2+ and wound easily. Their strength is 8, so you need some high rolls to kill tanks, but transports die really easy with this.
In my opinion, I would tell you to go with the battlesuit army.
3-4 firewarrior squads
1-2 devilfish
3 Broadsides
1 Hammer head with rail gun
1 Skyray missle defence ship with 2 extra seeker missles on it
8-12 pathfinders
1 Battle suit commander with everything that I mentioned previously (It is needed anyways).
1 Commander Farsight
9 regular crisis battlesuits with whatever weapon and support systems you decide to give them.
9 Crisis battle suit body guards With what ever you decide to give them, but they can also take special issue systems, so take advantage of that. 3nodding
And you may want to throw in a shield drone or two. I put one with my broadsides. They all have shields, but when you have a shield drone and you fail your invaun save, you can kill the shield drone instead of taking a wound on a suit.
And maybe toss in a squad of gun drones or two. They prove useful when they deepstrike behind your enemies and end up pinning them for that turn. 3nodding

Those are my suggestions, but do what you want. It is your army. 3nodding biggrin
The photon grenade thing is apparently new to me as well, though. This gentleman here says that you can inflict damage or something with it, but I have NEVER heard of such a thing. I am suprised that the codex failed to mention that. neutral sweatdrop
PostPosted: Mon Aug 07, 2006 9:13 am


Babbalui
So, wait... What is this about a berserker glaive and a rolling a d3? I didn't quite understand that part. Did you mean to see it if wounded on-coming enemies on top of having them lose a bonus attack?
Pretty much, if your opponet gets any sorta bonus's for charging in, the grenades negate it

Reddemon


Babbalui

PostPosted: Mon Aug 07, 2006 10:19 am


Well, I already knew about the negating the extra attacks thing, but Menoftanith spoke of another ability that the Photon grenades possess. What is that about?
PostPosted: Mon Aug 07, 2006 3:46 pm


i was bewildered that Khorn Berserkers were cheaper than a single squad firewarriors, that blew me away, i almost bought them instead sweatdrop

[Sanity_is_for_the_Weak]


Reddemon

PostPosted: Mon Aug 07, 2006 5:00 pm


Babbalui
Well, I already knew about the negating the extra attacks thing, but Menoftanith spoke of another ability that the Photon grenades possess. What is that about?
He just was speaking of a Khrone weapon that gives you D3 attacks on the charge
PostPosted: Mon Aug 07, 2006 9:34 pm


Whats a good ratio for carbine/pulse rifle for a firewarrior squad? I have 4 of them have carbines, so its that, plus the 4 on the drones, that make 8 carbines, and then i have the remaining 8 have beam rifles.

[Sanity_is_for_the_Weak]


menoftanith

PostPosted: Tue Aug 08, 2006 1:00 pm


yeah i was just useing another weapon as an example

as for the carbines i dont like mixing my squads as if they have carbines then they cant use them till the enemy gets closer i prefer to have all riffles and then put the carbines and drones in devil fish where the pinning becomes more effective
PostPosted: Tue Aug 08, 2006 3:40 pm


hmmm, i like the ability to pin them though, so i can shoot them up more when they cant move

[Sanity_is_for_the_Weak]


Reddemon

PostPosted: Tue Aug 08, 2006 3:46 pm


yo_momma117
hmmm, i like the ability to pin them though, so i can shoot them up more when they cant move
Then the black templars say, Piss on you Dirty Xeno!And they defy your pinning
PostPosted: Tue Aug 08, 2006 4:03 pm


yo_momma117
hmmm, i like the ability to pin them though, so i can shoot them up more when they cant move
yes but as the carbines have a shorter range when you do get the chance to pin units its often your only chance, so if you have one squad dedictated to carbines in a devil fish they can pin them while theyare sti further away which either delays your opponents plans or gives you more fire power to dedicate at what hes still sending at you

menoftanith


[Sanity_is_for_the_Weak]

PostPosted: Tue Aug 08, 2006 4:39 pm


menoftanith
yo_momma117
hmmm, i like the ability to pin them though, so i can shoot them up more when they cant move
yes but as the carbines have a shorter range when you do get the chance to pin units its often your only chance, so if you have one squad dedictated to carbines in a devil fish they can pin them while theyare sti further away which either delays your opponents plans or gives you more fire power to dedicate at what hes still sending at you


if the guys are in a devilfish they arent gonna do much, all a devilfish has are two twin-linked carbines, you have to disembark and more around before you can utilize the carbine troopers.
PostPosted: Wed Aug 09, 2006 12:05 pm


yo_momma117
menoftanith
yo_momma117
hmmm, i like the ability to pin them though, so i can shoot them up more when they cant move
yes but as the carbines have a shorter range when you do get the chance to pin units its often your only chance, so if you have one squad dedictated to carbines in a devil fish they can pin them while theyare sti further away which either delays your opponents plans or gives you more fire power to dedicate at what hes still sending at you


if the guys are in a devilfish they arent gonna do much, all a devilfish has are two twin-linked carbines, you have to disembark and more around before you can utilize the carbine troopers.
And a Burst cannon

Reddemon


][ Typo Demon ][

PostPosted: Wed Aug 09, 2006 12:33 pm


ok first things first....pinning is useless...when have you faced an army that wasnt leadership 10 besides tau and eldar... exactly..relying on a tactic that only works on 10% of total armys isnt very good.

second for all you new commanders heres my share of advice

for battlesuits the best wepon choices are:
fireknife razz lasma Missle
helios razz lasma Fusion
firestorm:Burst Missle

dont mix carbines and rifles in warrior squads...units must have a singular purpose and stick to it or fail...this goes for crisis and stealth to

stealths are invaluble...but leave the fusion at home
so are kroot...i knwo people hate them ...but thats because they dont know how to use them...

you stick them in cover and shoot untill somone is dumb enough to assult them...or assult if you need to slow somethign down. for 70 pts...take 2 squads in 1000pts.

skyray may look good...but its not worth the cost of an ionhead...get some tetras instead.

sniper drones are awsome as they are usually ignored and do major damage, while supporting your army with markerlights.

ionheads are better at killing light tanks than railguns...its rare to see heavy tanks nowadays anyways...

piranhas need to come in pairs or better

stingwings suck...no question to it...they shoot assult and waste 166pts...

bonding is only good on crisis units with drones...or stealths...also try sticking a commander with defences and Bonding into a unit of kroot...unbreakable...

Advance Stableization is essential on broudsides..same with shield drones.
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