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Xenos Mortium

PostPosted: Tue Mar 13, 2007 5:12 pm


EsgarBlackpoxs
That seems like a good estimate, considering that a couple of new ork models have been released.
Since when have they released new Ork models? Could you show them to me?


Also, on note of fighting against superior numbers:
The idea of the Tau is to fire at enemies from afar and weaken them before they can get to you, preferably breaking their moral and keeping the enemies you directly have to deal with to a minimum. However, every race has long range weapons, and it's not exactly as if you're shooting them up untill they get to you.
PostPosted: Tue Mar 13, 2007 5:21 pm


Xenos Mortium
EsgarBlackpoxs
That seems like a good estimate, considering that a couple of new ork models have been released.
Since when have they released new Ork models? Could you show them to me?


Also, on note of fighting against superior numbers:
The idea of the Tau is to fire at enemies from afar and weaken them before they can get to you, preferably breaking their moral and keeping the enemies you directly have to deal with to a minimum. However, every race has long range weapons, and it's not exactly as if you're shooting them up untill they get to you.
yes... with orks its dealing with there transports and assualy walkers, nids it's the giant synapse, guard it's the tanks... against normal infantry, and even some elite units, tau can be good.. but dealing with sniper fire, pinning weapons, and heavybolter, and vehicals.. they are not so great. In a large city and such tau would have some luck as they can use the cover quite well and also get it blocking the site range of tanks.

Imperial battle cannons... once they draw a bead.. you better be in cover your your dead, no matter what your numbers they are deadly

heavenly angel goddess


Xenos Mortium

PostPosted: Tue Mar 13, 2007 5:23 pm


heavenly angel goddess
Xenos Mortium
EsgarBlackpoxs
That seems like a good estimate, considering that a couple of new ork models have been released.
Since when have they released new Ork models? Could you show them to me?


Also, on note of fighting against superior numbers:
The idea of the Tau is to fire at enemies from afar and weaken them before they can get to you, preferably breaking their moral and keeping the enemies you directly have to deal with to a minimum. However, every race has long range weapons, and it's not exactly as if you're shooting them up untill they get to you.
yes... with orks its dealing with there transports and assualy walkers, nids it's the giant synapse, guard it's the tanks... against normal infantry, and even some elite units, tau can be good.. but dealing with sniper fire, pinning weapons, and heavybolter, and vehicals.. they are not so great. In a large city and such tau would have some luck as they can use the cover quite well and also get it blocking the site range of tanks.

Imperial battle cannons... once they draw a bead.. you better be in cover your your dead, no matter what your numbers they are deadly
Well, any weapon that can fire six feet and obliterate squads is pretty damn useful.
PostPosted: Tue Mar 13, 2007 5:33 pm


Xenos Mortium
EsgarBlackpoxs
That seems like a good estimate, considering that a couple of new ork models have been released.
Since when have they released new Ork models? Could you show them to me?


Also, on note of fighting against superior numbers:
The idea of the Tau is to fire at enemies from afar and weaken them before they can get to you, preferably breaking their moral and keeping the enemies you directly have to deal with to a minimum. However, every race has long range weapons, and it's not exactly as if you're shooting them up untill they get to you.

I'm sure you've already seen them, but...
Kommandos
Big mek

EsgarBlackpoxs


[Sanity_is_for_the_Weak]

PostPosted: Tue Mar 13, 2007 5:44 pm


I Don't really plan on using Kroot, but I might change my mind. If I were to get a farsight, which I wont, I don't think I'll go past a 1000 point army, I would use him as a spearhead defense.
PostPosted: Tue Mar 13, 2007 6:13 pm


AAAAAAAAAALRIGHTY!
Rant time!

Farsight and his 7 body guards should never be relied on for winning the battle. Yes, they are amazing, considering that they are ALL better than normal crisis suits and get to use Farsight's LD and I.
Tau armies are designed for ranged combat. This does not mean that you should rely on infantry. Tau can massacre nearly any enemy at a distance if that right tactic is used. Rail heads can decimate low AS units, but have more trouble with stronger units. That is not a problem when you have 3+ squads of firewarriors eliminating the surviving units and possibly pinning them. Broadsides are DEFINATELY worth the 210+ points! Every single battle that I play, they help to turn the tide of battle. Imperial guard are no longer a problem and most other races have the same tank armor or less, so if you can kill imp guard tanks with ease, no other army should give you more trouble.
Devilfish' are extremely useful for skimming around, drawing the attention of the enemies' heavy fire. Yes, you may lose a devilfish or two, but the cost on your enemies is far greater if you sieze that opportunity and swing away at their heavy units, tanks, walkers, or monsterous creatures with your heavy weapons (i.e. Broadsides)

Kroot are not favored in my army in the least. I do not need close combat units. If I am able to get farsight and his bodyguard someday, then I can keep them near the front lines and blast away or have them deepstrike behind an enemy and take out their commander. No commander can stand up against a suped-up battle suit squad with nearly 3 times as many suits as a normal Crisis squad!
Also, keep in mind that in a Farsight army, you can have him, the 7 bodyguards, another command squad, and 3 other crisis teams. All of that equals 20 battlesuits. Along with tanks, broadsides, mass firewarriors, and an addition of some devilfish, not much can handle that kind of army. Yes, it's costly, but the results are staggering. I've seen it go against SM and DH. There was no contest...
Just imagine, 8-20 battlesuits drop behind your lines, where you are least defended, and blast away at your command squads and special units.
If you are playing commanders, then I would say, "Good game."

@heavenly angel goddess: Btw, Broadsides are Heavy and Crisis are Elite. Getting rid of the broadsides does not allow you to get another crisis squad, you are just losing a heavy troop choice.

Babbalui


[Sanity_is_for_the_Weak]

PostPosted: Tue Mar 13, 2007 6:26 pm


I plan on using like two squads of crisis suits and maybe a squad of stealth suits. I should probably get 3 squads of firewarriors, but at 12 members each, mine have 8 each now (Low point budget sweatdrop ).
I would prob include another sniper drone team to take out pesky heavy infantry with 2+ armor saves (ehm...stupid terminators) and then a broadside side team.
PostPosted: Tue Mar 13, 2007 8:28 pm


heavenly angel goddess
.. 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.


I don't really agree with your stance on Special Characters. The main reason one takes them is that they have special abilities unheard of in normal games. The Deciever can pin Fearless units. Not only that but he can redeploy your entire army after your enemy has deployed. It's true that nobody takes C'tan, but that's not because they're afraid of having all those points in one unit; it's because they're afraid of Phase Out. Having those points taken up by a non-Necron unit, especially if you are also fielding a Monolith makes your Phase Out number dangerously low. I've actually seen a player make excellent use of the Deciever by using no Monolith. And frankly, considering that the C'tan have 5 wounds, a 4+ invulnerable and T8, they're just as durable as a Monolith if not more.

A Tyranid player without a Hive Tyrant? I pity that player. It's the ONLY good Tyranid HQ choice. The Broodlord is sub par. He doesn't move any faster than the Tyrant, and can't shoot. Sure he can infiltrate, but any unit can just walk ahead of him and keep him from ever assaulting. The Broodlord can't fleet, and as long as he's alive, his retinue can't fleet either. A winged Tyrant is one of the best balanced assaulters the 'nids have; fast, strong and tough. Granted, a walking Tyrant with Guard isn't going to assault, or do a whole lot. However, it is a rock-hard unit. You also don't see 200+ point Carnifexes for a reason, and that reason isn't that it's terrible to have that many points in one unit; it's that said Carnifex will never, ever make it to assault unless you are fighting an army that's looking to charge YOU.

In general, having too many upgrades on a unit is not preferable to having more units. However, special characters give you access to certain abilities unheard of in normal codex forces. In addition, sometimes normal upgrades can be combined for powerful effects, like Daemonic Speed/Infiltrate, or Multi-Tracker/Decoy Launchers.

Oryn


Van Evok

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PostPosted: Wed Mar 14, 2007 5:07 am


I agree, Living Saint is realy much more scary than ordinary Canoness, since she is almost sure to come back from the dead, deep striking to flame some hapless enemy...
PostPosted: Wed Mar 14, 2007 7:40 am


heavenly angel goddess
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


1. I didn't just mean for Tau.

2. The Guard might get close to you. Armies like Orks and nids are definatly going to get close to you.

3. Against horde armies the regular flamer is very decent. Most Orks and Nids have low armour, and unless the Guardsmen are wearing carapace they'll be toasted alongside. While the flamer doesn't work as well against Marines and such, it does fine against horde armies.

4.The trick is simply to fire with more than one unit, make sure the target will fall. Unleash the flamers and other weapons and charge in. Crisis Suits can handle assault if the numbers are low. Plus if your enemy would assault you anyway, you would deny them the chance to double their attacks.

Big Boss OBrien


heavenly angel goddess

PostPosted: Wed Mar 14, 2007 8:42 am


Oryn->verygood points 3nodding , but also lets not forget that you need permission from opponenets to use special characters, and not everyone will let you. Having an army based around him is pointless as if your opponenet says no.. uh oh your whole plan is messed up, and not everyone likes a tyant, personally I say do what ya want, bigger the bugs the funner the game is... and some people do that... I don't... yes.. as with any tau player.. the HQ tends to get a tad... costly but thats because he can fill a very vital fire support roll. I use a burstcannon, missile pod and plasma gun configeration 3nodding I have found it is very very effective.. but back onto the point with special characters, i don't really use them as they... can be rather... troublesome taking up quite a lot of points... so far I have yet to try any of the Tau hero's sweatdrop ... Farsight is good.. but well he's got all those.. restrictions gonk
PostPosted: Wed Mar 14, 2007 8:46 am


Big Boss OBrien

1. I didn't just mean for Tau.

2. The Guard might get close to you. Armies like Orks and nids are definatly going to get close to you.

3. Against horde armies the regular flamer is very decent. Most Orks and Nids have low armour, and unless the Guardsmen are wearing carapace they'll be toasted alongside. While the flamer doesn't work as well against Marines and such, it does fine against horde armies.

4.The trick is simply to fire with more than one unit, make sure the target will fall. Unleash the flamers and other weapons and charge in. Crisis Suits can handle assault if the numbers are low. Plus if your enemy would assault you anyway, you would deny them the chance to double their attacks.
yes, but with those armies it can be tough, if your not careful, I know first hand crisissuits can do rather well in close combat... but nids move fast.. sure assualting them could work but if you mess up assualt or there are still a number of guys left... don't expect the assualt to remain unjoined... blasted fleet of claw >_> blasted ork numberous hords and transports. Just need to zip up a transport and then kick the boyz out into the mess. .. all this stuff is really helpful, helps me work on my armies battle plans mrgreen

heavenly angel goddess


A.R.G.U.S Mykal

PostPosted: Wed Mar 14, 2007 8:47 am


heavenly angel goddess
Oryn->verygood points 3nodding , but also lets not forget that you need permission from opponenets to use special characters, and not everyone will let you. Having an army based around him is pointless as if your opponenet says no.. uh oh your whole plan is messed up, and not everyone likes a tyant, personally I say do what ya want, bigger the bugs the funner the game is... and some people do that... I don't... yes.. as with any tau player.. the HQ tends to get a tad... costly but thats because he can fill a very vital fire support roll. I use a burstcannon, missile pod and plasma gun configeration 3nodding I have found it is very very effective.. but back onto the point with special characters, i don't really use them as they... can be rather... troublesome taking up quite a lot of points... so far I have yet to try any of the Tau hero's sweatdrop ... Farsight is good.. but well he's got all those.. restrictions gonk


Why do people say that you ned permission? You really don't. You need it for Chapter Approved and Forgeworld Super Heavies (also chapter approved, until C:Apocalypse or whatever).

If Farsight or Abaddon or Calgar are in my codex, I can use them. Otherwise I'd need my oponnant's permission for Marines and basic Kroot and a Leman Russ.


-Mykal
PostPosted: Wed Mar 14, 2007 10:53 am


I just saw an editorial in WD by J.Johnson, and very encouraging spec chars - to the pointof including them in main army list entries as in Codex Eldar. He even wrote that official tournaments are going to allow spec chars from the codexes...

Van Evok

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Babbalui

PostPosted: Wed Mar 14, 2007 12:19 pm


A.R.G.U.S Mykal
heavenly angel goddess
Oryn->verygood points 3nodding , but also lets not forget that you need permission from opponenets to use special characters, and not everyone will let you. Having an army based around him is pointless as if your opponenet says no.. uh oh your whole plan is messed up, and not everyone likes a tyant, personally I say do what ya want, bigger the bugs the funner the game is... and some people do that... I don't... yes.. as with any tau player.. the HQ tends to get a tad... costly but thats because he can fill a very vital fire support roll. I use a burstcannon, missile pod and plasma gun configeration 3nodding I have found it is very very effective.. but back onto the point with special characters, i don't really use them as they... can be rather... troublesome taking up quite a lot of points... so far I have yet to try any of the Tau hero's sweatdrop ... Farsight is good.. but well he's got all those.. restrictions gonk


Why do people say that you ned permission? You really don't. You need it for Chapter Approved and Forgeworld Super Heavies (also chapter approved, until C:Apocalypse or whatever).

If Farsight or Abaddon or Calgar are in my codex, I can use them. Otherwise I'd need my oponnant's permission for Marines and basic Kroot and a Leman Russ.


-Mykal


Does no one know what they are talking about? Thank you, Mykal. If I don't know something is a for-sure fact, then I ask before I make mistakes and continue making them.
I'm sorry if that is harsh, but stupid comments make me want to say, "Here's your sign."
You don't need your opponents consent unless it is a character that isn't in the codex that you have on your person or if it is a custom unit.
If your opponent refuses to play with you because you have a legal character, just say, "Alright, that's my win." It will anger them to prove you wrong or they will b***h and whine about how it shouldn't be a legal unit or something along those lines. I've seen things like that happen, but luckily, I have not been a part of one, myself. wink
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