Welcome to Gaia! ::

The Official Warhammer 40,000 and Tabletop Gaming Guild

Back to Guilds

The Official Gaian Home of Tabletop Gaming 

Tags: Games Workshop, Tabletop, Warhammer, Gaming, Wargaming 

Reply 40k Discussion
The Tau Empire Goto Page: [] [<<] [<<] [<] 1 2 3 ... 147 148 149 150 151 152 ... 251 252 253 254 [>] [>>] [>>] [»|]

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

[Arcon]

PostPosted: Tue Mar 06, 2007 3:06 pm


Van Evok
if you are going to use carbines, make sure to have markerlights to bring leaderhsip of targetted units down.
theyre not pathfinders, they firewarriors neutral
PostPosted: Tue Mar 06, 2007 3:16 pm


[Arcon]
Van Evok
if you are going to use carbines, make sure to have markerlights to bring leaderhsip of targetted units down.
theyre not pathfinders, they firewarriors neutral


Infantry dont have to be pathfinders in order to use markerlights.

[Sanity_is_for_the_Weak]


Some Mook

PostPosted: Tue Mar 06, 2007 4:16 pm


I've heard that mixing Rifles with Carbines at about a 4:1 ratio works alright. You don't dilute your firepower too much, and the Carbines provide excellent support if your foe wants to get too close. Grouping them together just sounds like a bad idea. Hiding them behind other units cuts their range further, and putting them on the main line ensures almost any army can park for a few moments and tear into them with fear of retaliation.
PostPosted: Tue Mar 06, 2007 5:31 pm


I don't use carbines much, because I normally fight armies that are fearless. sweatdrop
I still want a battlesuit army, because having atleast 20 battlesuits running around shooting the piss out of an enemy is very deadly. There is a tactic that I heard of. It has to do with all of farsight's body guards containing missle pods. They hide, jump out, blow the piss out of their enemies, and jump back behind cover and repeat. I heard that is very effective.
Also, who says that I am going to max them all out? Jeez. I can't have tons of stuff such as drones or extra upgrades, but I do get to have all of the basics. Twenty battlesuits, 3 broadsides, one railhead, one skyray, and atleast 2 firewarrior squads can tear an army to pieces if used right.
I would probably put some if not all of the battlesuits on deepstrike and use the HQ's positional relay to get farsight in on the second turn on a 2+. ninja He would be behind enemy lines, blowing the piss out of the enemies main support vehicles and more than likely the HQ. I'm not worried about CC, either, because Farsight is very powerful and battlesuits are too bad in CC.
I just wish I could afford it... I would prove you all wrong!!!! *Evil laughter*
twisted heart

Babbalui


[Sanity_is_for_the_Weak]

PostPosted: Tue Mar 06, 2007 8:45 pm


You could like buy 5 battle suits a year...have a budget or something. That way you would certainly have your crisis suit army, it would just be a matter of whether you were still into the hobby after that amount of time.
PostPosted: Wed Mar 07, 2007 6:14 pm


I will be in it for a while, but the problem is, I use all of the money I recieve for things that I need. sweatdrop
I don't have a job, but I have been trying to get one. biggrin

Babbalui


Oryn

PostPosted: Wed Mar 07, 2007 8:38 pm


Josef Gafencu
I've heard that mixing Rifles with Carbines at about a 4:1 ratio works alright. You don't dilute your firepower too much, and the Carbines provide excellent support if your foe wants to get too close. Grouping them together just sounds like a bad idea. Hiding them behind other units cuts their range further, and putting them on the main line ensures almost any army can park for a few moments and tear into them with fear of retaliation.


I'd rather have a full unit of carbines than a mix. With only two or three carbines, they're hardly able to to take advantage of the occasional failed leadership test. At least then I can move and fire all my guns. I once ran an all carbine unit, they're not that bad. However, rifles are still the superior weapon IMHO.
PostPosted: Thu Mar 08, 2007 1:57 pm


Tau are the best, eapecially against close-combat oriented armies or really slow ones like the necron. I also like how they have so many battle suit, since I am a fan of gaint guns on giant robots.(big guns are the best for fun sweatdrop )

PyroXTech

Questionable Genius


Oryn

PostPosted: Thu Mar 08, 2007 2:21 pm


PyroXTech
Tau are the best, eapecially against close-combat oriented armies or really slow ones like the necron. I also like how they have so many battle suit, since I am a fan of gaint guns on giant robots.(big guns are the best for fun sweatdrop )


Just the opposite, really. First off, CC armies (other than Orks) tend to be fairly quick, and have assault ranges from 18" to 24" which is really, really dangerous for Tau. If you think Necrons are slow, you must be playing at points values close to 500. At higher points values, they can be ridiculously mobile. Furthermore, Tau have alot of difficulty with Necrons because they have no reliable way to deny WBB to significant casualties. No power weapons or assault power, and no S8+ AP3+ templates. Sheer attrition from Necron armies wears the Tau down. The best armies to fight with Tau are vehicle heavy, since Tau have SO much high Strength firepower.
PostPosted: Thu Mar 08, 2007 4:16 pm


What this man says is quite true. 3nodding

Babbalui


Van Evok

Dangerous Hunter

8,550 Points
  • Forum Sophomore 300
  • Signature Look 250
  • Person of Interest 200
PostPosted: Fri Mar 09, 2007 2:57 am


well, Tau was like designed ti shut down rhino rush smile
PostPosted: Fri Mar 09, 2007 8:44 am


Van Evok
well, Tau was like designed ti shut down rhino rush smile


Rhino Rush was prevented in 3rd ed, before Tau I think.


-Mykal

A.R.G.U.S Mykal


Van Evok

Dangerous Hunter

8,550 Points
  • Forum Sophomore 300
  • Signature Look 250
  • Person of Interest 200
PostPosted: Fri Mar 09, 2007 4:22 pm


4th ed nerfed rhino rush with no charge on disembark rule
PostPosted: Fri Mar 09, 2007 9:37 pm


Vehicles go so well until the impact of a railgun from 72 inches away.

[Sanity_is_for_the_Weak]


Oryn

PostPosted: Fri Mar 09, 2007 10:01 pm


Van Evok
4th ed nerfed rhino rush with no charge on disembark rule


A multi-nerf, actually. Can't charge after disembarking, and can't charge after firing Rapid-fire weapons. Not only that but the new "must disembark if hit by a penetrating shot," and "Entangled if vehicles is destroyed" rules pretty much turned Rhinos and other non-skimmer transports from effective APC's into rolling coffins. Especially when Tau are concerned.
Reply
40k Discussion

Goto Page: [] [<<] [<<] [<] 1 2 3 ... 147 148 149 150 151 152 ... 251 252 253 254 [>] [>>] [>>] [»|]
 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum