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heavenly angel goddess

PostPosted: Mon Mar 12, 2007 7:29 pm


EsgarBlackpoxs
heavenly angel goddess
all this talk about orks and using ordanance.. personally i prefer to use pulse rifles at max range and large numbers of burst and missile pod fire. I say this due to these factors

Ork vehicals are.. well.. junk.... not saying they ain't deadly.. but they junk trash heaps..(other words they have terrible armor) best strat vs orks(in my books) is to kill their vehicals with missile pod fire, thus making transports high priority targets, and use pulse rifle and burst cannon to pick off the foot sloggers who can only advance slowly without their craft and never reach assualt. Since tau guns are powerful the orks even with massive numbers can't get close enough if they just footslog across the field. I choose missile pods instead of railfguns because you get more shots, and have a greater number of chances to hit the vehical and destroy it. Plus you can always use pulse rifles, gotta dig strength 5 ^_^

I don't know why I posted the kan wall. Just to look stupid, I guess. Huh. I have the (old) tau codex, I should know better.

Annyyywayyyys, it is, of course, always easier to counter "X" with "Y" online. On the subject of carbines, its very hard to pin a fully filled, 30-boy unit of orks with one turn of shooting. Assuming not to much changed between incarnations of the tau codex, You could have up to 6 carbines and 6 pulse rifles in a squad. Assuming that the orks are within rapid fire range, and assuming that they take 100% casualties, 18 orks die. This leaves 12 orks alive. Due to the benefit of the "Ork mob" rule, they cannot fail their pinning test. Then, next turn, the Tau eat choppa. If anyone wants to keep talking, PM me. I want to look stupid in private, not in public.
... uhhh I never said about carbines.. i just don't plain use em.. who wants to get within 18" of an enemy? I would use only pulse rifles 3nodding , and we don't have to have carbines, as we can take either. 3nodding . Carbines are good with a squad of gundrones but with a firewarriors team they useless... I wouldn't use em
PostPosted: Mon Mar 12, 2007 7:39 pm


heavenly angel goddess
EsgarBlackpoxs
heavenly angel goddess
all this talk about orks and using ordanance.. personally i prefer to use pulse rifles at max range and large numbers of burst and missile pod fire. I say this due to these factors

Ork vehicals are.. well.. junk.... not saying they ain't deadly.. but they junk trash heaps..(other words they have terrible armor) best strat vs orks(in my books) is to kill their vehicals with missile pod fire, thus making transports high priority targets, and use pulse rifle and burst cannon to pick off the foot sloggers who can only advance slowly without their craft and never reach assualt. Since tau guns are powerful the orks even with massive numbers can't get close enough if they just footslog across the field. I choose missile pods instead of railfguns because you get more shots, and have a greater number of chances to hit the vehical and destroy it. Plus you can always use pulse rifles, gotta dig strength 5 ^_^

I don't know why I posted the kan wall. Just to look stupid, I guess. Huh. I have the (old) tau codex, I should know better.

Annyyywayyyys, it is, of course, always easier to counter "X" with "Y" online. On the subject of carbines, its very hard to pin a fully filled, 30-boy unit of orks with one turn of shooting. Assuming not to much changed between incarnations of the tau codex, You could have up to 6 carbines and 6 pulse rifles in a squad. Assuming that the orks are within rapid fire range, and assuming that they take 100% casualties, 18 orks die. This leaves 12 orks alive. Due to the benefit of the "Ork mob" rule, they cannot fail their pinning test. Then, next turn, the Tau eat choppa. If anyone wants to keep talking, PM me. I want to look stupid in private, not in public.
... uhhh I never said about carbines.. i just don't plain use em.. who wants to get within 18" of an enemy? I would use only pulse rifles 3nodding , and we don't have to have carbines, as we can take either. 3nodding . Carbines are good with a squad of gundrones but with a firewarriors team they useless... I wouldn't use em

My bad. I thought someone had said that you could pin orks with carbines, guess I was just drinking a bit to much fungus brew. Eh. Although I've always wanted to watch the Tau get attacked by 90 infiltrating komandos. that would be funny.

EsgarBlackpoxs


heavenly angel goddess

PostPosted: Mon Mar 12, 2007 7:45 pm


EsgarBlackpoxs
My bad. I thought someone had said that you could pin orks with carbines, guess I was just drinking a bit to much fungus brew. Eh. Although I've always wanted to watch the Tau get attacked by 90 infiltrating komandos. that would be funny.
lol would be very scary o.o and everyone knows you can't pin orks.. unless you hit em with enough morter/ordanance fire to whipe out the whole squad 3nodding lol.. but sadly tau lack that ability to pin orks... sweatdrop
PostPosted: Mon Mar 12, 2007 8:05 pm


But we are all over the ability to just plain ******** them over until the ground is covered in a nice green coat of bodies.

[Sanity_is_for_the_Weak]


heavenly angel goddess

PostPosted: Mon Mar 12, 2007 8:37 pm


[Sanity_is_for_the_Weak]
But we are all over the ability to just plain ******** them over until the ground is covered in a nice green coat of bodies.
.. I wouldn't use such... strong words.. but yes if the orks have to walk towards our lines.. we will own them
PostPosted: Tue Mar 13, 2007 1:17 am


Why pin when you can kill them? Anyway, Orks need codex revamp along the lines of IG/Marine traits system. Mass infiltration would enable to emulate Blood Axes, all-mounted in transports speed freaks, etc. As for now, they are prone to being target practice for shootier armies out there (not only Tau).

Van Evok

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heavenly angel goddess

PostPosted: Tue Mar 13, 2007 8:29 am


Van Evok
Why pin when you can kill them? Anyway, Orks need codex revamp along the lines of IG/Marine traits system. Mass infiltration would enable to emulate Blood Axes, all-mounted in transports speed freaks, etc. As for now, they are prone to being target practice for shootier armies out there (not only Tau).
good point.. but then also.. orks have numbers... they are almost like second in the list... hmm

If I recall when it comes to mass army

it goes
Imperial guard
Orks/Tyranids
I not sure if tyranids can mass more then orks sweatdrop
with over 100+ guys to deal with you can be shooty all you want... they will reach you at some point
PostPosted: Tue Mar 13, 2007 9:47 am


heavenly angel goddess
Van Evok
Why pin when you can kill them? Anyway, Orks need codex revamp along the lines of IG/Marine traits system. Mass infiltration would enable to emulate Blood Axes, all-mounted in transports speed freaks, etc. As for now, they are prone to being target practice for shootier armies out there (not only Tau).
good point.. but then also.. orks have numbers... they are almost like second in the list... hmm

If I recall when it comes to mass army

it goes
Imperial guard
Orks/Tyranids
I not sure if tyranids can mass more then orks sweatdrop
with over 100+ guys to deal with you can be shooty all you want... they will reach you at some point


Flame throwers and ordanance.

Big Boss OBrien


heavenly angel goddess

PostPosted: Tue Mar 13, 2007 11:15 am


Big Boss OBrien
Flame throwers and ordanance.
.. everyone's answer.. to the "hord armies" but answer me this... would you get close to guardsmen with a squad of crisis suits with flamers to actually use them? or if it's nids.. you try that you could be assualted right after the attack.. and chances are you won't kill em all, strength 4 ap5 is nothing to brag about, if they heavy flamers/incinerators then they do ok as they have good chances of wounding but it's all a matter of keeping out of combat, I heard from a gamesworkshop person that

"with nids, it's not whether they get into close combat, it's WHEN they get into close combat"

and even guardsmen can take on our forces and hold the line
PostPosted: Tue Mar 13, 2007 12:54 pm


Thats why you take farsight along with you, and give him a bodygaurd with flamers.

[Sanity_is_for_the_Weak]


EsgarBlackpoxs

PostPosted: Tue Mar 13, 2007 3:31 pm


Van Evok
Why pin when you can kill them? Anyway, Orks need codex revamp along the lines of IG/Marine traits system. Mass infiltration would enable to emulate Blood Axes, all-mounted in transports speed freaks, etc. As for now, they are prone to being target practice for shootier armies out there (not only Tau).

Yea .The new codex is rumored to come out sometime in 08. That seems like a good estimate, considering that a couple of new ork models have been released. If only GW didn't have so many SM fanboys/girls, then they could ahve finished the ork codex, instead of those Dark angels. Sigh. How long until Codex: Blood angels, or Codex: Obcure chapter comes out?

As for the flamer tactic noted above, thats a good idea if you want to watch o'shava eat choppa. Again, I have the old Tau codex, but this is an assumption that not much has changed. O'shovah will have 2 bodyguards with him, each with a flamer. That makes two flamers. If you are at such a range to use both flamers effectively, you had better assault those orks, because bad things are going ot happen to you if you don't. Even with two flamers, you'll be wounding on 4's, and best case scenario has you killing maybe 16. That could kill a bunch of regular boyz, but in a full squad of 30, theres going to be alot of angry orks. And if they're 'ard boyz led by a warboss, you're in trouble. One hit from that warboss and O'shovah goes "squish".
PostPosted: Tue Mar 13, 2007 3:56 pm


[Sanity_is_for_the_Weak]
Thats why you take farsight along with you, and give him a bodygaurd with flamers.
you realise you need a 1500 point army.. and also the fact that he doesn't count as a commander... so you still need one.. thats over 500 points if you want to set it up good... thats a major waste for 1 model

heavenly angel goddess


[Sanity_is_for_the_Weak]

PostPosted: Tue Mar 13, 2007 4:59 pm


Thats why I don't suggest giving flamers to crisis suit teams.

and Edgar, O'Shovah gets 7 bodyguards, not two.
PostPosted: Tue Mar 13, 2007 5:07 pm


[Sanity_is_for_the_Weak]
Thats why I don't suggest giving flamers to crisis suit teams.

and Edgar, O'Shovah gets 7 bodyguards, not two.

Like I said, Old codex. In the old codex, he gets bodyguards the smae as a commander. A commander canb have 2 crisis guards. I haven't seen the new Tau empire codex, so meh.

EsgarBlackpoxs


heavenly angel goddess

PostPosted: Tue Mar 13, 2007 5:10 pm


... best bet, don't take special characters or rely on them, its not a good idea sweatdrop ... believe me.. they are often fire mangets and.. never really get into combat

.. just look at C'tan.. they are almost never taken as the enemy can use rather unfair(but totally valid) tactics to snipe them to death and pick them off before they even reach their lines sweatdrop

another good example are tyranids...I have heard many stories of players just not using tyrants much anymore.. mainly because they to flipping big and attract to much fire to be of any use, thats why nid players go for brood lords as they are easier to hide.. and can get across faster without getting shanked before they can be of use.

As I say.. special characters.. not worth taking as they are fire mangets and also one of the biggest rules in warhammer, NEVER rely on a single unit... for my armies I am often counting on my whole army to do me good... relying on units such as commanders to turn the tide of a close combat battle or even a ranged is totally smart.. but relying on them for an entire battle tactic is not wise(a battle tactic would be using him to handle all close combat fighting). If you want to combat it out with the orks, use tau for ranged fire and kroot with shapers to handel the boys, kroot can get quite a lot of attacks if they have maxed out squads.. and with hounds they have I5, they will strike first and you can have up to 12 in a squad and thats 3 attacks. If you charged your getting 36 I5 attacks... and actually have a good chance of hitting and wounding. With those numbers orks 6+ armor won't last very long
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