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Posted: Thu Aug 16, 2007 2:26 am
Lt. Brookman Most of us still need to get that volume first. I am personally not so sure of really getting it, being a Guard player myself. Sure it has two new Guard lists, but are they really that diverse and new from what's shown in the codex? As for the flyers, to me they are nothing but pretty models that have little real tabletop use as of now. Meh. My friend plays guard and he didn't bother with IA3. He has IA2 and IA4, but IA3 doesn't have a whole lot for Guard. There's the Bombard, and the Griffons, and that's about it. I've played against flyers before. If your army is tooled for long range shooting, then flyers aren't too bad. However, if most of your weapons are around 24", then flyers will be untouchable, and will ravage your forces. Even worse if you play with the more realistic rules for bombs and heavy bombs.
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Posted: Sun Aug 19, 2007 6:26 am
ok i have a question my mecanised tau isn't working my stuff gets shot down to fast weather it is to my bad luck or the enemys gun power may i ask what you think the best tau style is.
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Posted: Sun Aug 19, 2007 11:41 am
Well I generally play a balanced list that includes a variety of different units. I find I can use it quite effectively and ,if I play properly and get decent rolls, I will get a draw or better.
I must say though a mechanized Tau list usually does decently unless the enemy is toting some decent sized guns though in this case you should still be able to do some damage and make it through. Maybe could you post what a typical army you would field would look like, and how you would go about using it. Specific point costs for units won't be necessary just game size and equipment, the list is just to get an idea of what you use. The roles of each unit and the overall scheme of how the army is used is what will be important.
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Posted: Sun Aug 19, 2007 1:17 pm
King Phar ok i have a question my mecanised tau isn't working my stuff gets shot down to fast weather it is to my bad luck or the enemys gun power may i ask what you think the best tau style is. how are you using the tanks that they get destroyed so fast? i'm no tau expert, but I do know that they can move 12 inches and fire most of their weapons, not to mention that all hits become glancing. what do you go up against that kills you so fast?
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Posted: Sun Aug 19, 2007 1:44 pm
King Phar ok i have a question my mecanised tau isn't working my stuff gets shot down to fast weather it is to my bad luck or the enemys gun power may i ask what you think the best tau style is. Well i use an ariel attack force when i use my Tau, that includes stealth suits, crisis battlesuits, vespid squads and units of drones. It works well for me, except when im horribly unlucky and they deep strike one at a time.
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Posted: Sun Aug 19, 2007 2:29 pm
King Phar ok i have a question my mecanised tau isn't working my stuff gets shot down to fast weather it is to my bad luck or the enemys gun power may i ask what you think the best tau style is. Well, Mechanized Tau is one of the more powerful Tau builds. Like Dizy Lizy said, post up a list and some of your general tactics, so we can guess what's going wrong. You are remembering to move over 6" with your tanks to downgrade the hits to glancing, as well as buying Decoy Launchers and Multi-trackers for your tanks?
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Posted: Mon Aug 20, 2007 1:24 pm
If you just buy disruption pods, they down grade it to glancing anyways above 12". Then again, if they get really close, then yes, move tanks above 6".
I must bring up a few points and ask some questions.
I have found that Farsight is probably the best way to go if you like a lot of firepower and want to do well in close combat. They can deep strike, blow the enemy into pieces, then charge in and cut them down. I've beaten most types of necrons squads one on one with farsight and his crew and i've also taken genestealer squads with their broodlords. The nid players like to send the broodlord in with genestealers. I think it's stupid because he slows them down and allows them to be blasted. Either way, i've never lost a battle with farsight in close combat. Not unless i'm sorely outnumbered, but even then I go down swinging.
Oh, he's a custom farsight. I forgot to mention that he is a combo between Shas O Ra Myr from forgeworld and the original farsight. He cost me a pretty penny, so I upped his stats a bit to make it better, but he does cost more points regardless. sweatdrop
I find that a jumpsuit army is very good if you like to stay out of close combat, but like to piss off your enemies with constant fire from every direction. wink
I HATE SKYRAYS!!!!!! They are terrible machines that it was my misfortune to have ever even considered putting into my army. It doesn't matter how much cover they are in because they still only fire a maximum of 8 main shots! They don't have the greatest strength and you MUST use a marker light to fire them. Well, what if the Pathfinders get torn to shreds in the first turn out of misfortune? Then your only way to get them is through firewarriors or the tank itself and you only get one shot with firewarriors. The problem with the lights is that they are heavy. How are pathfinders supposed to fire them if they need to get into position? If anything, the shots won't be fired until 2-3 turns later if you actually want to do some damage by getting around the enemy. The hammer head coupled with broadsides is a far better option. 4 guns with strength 10 and a possible reroll on 3 of them or take the one from the HH and make it an ordenance. That is a much better option.
Skyray=pointless.
QUESTIONS: Is the deepstrike roll now a 2D6 instead of one?
What would be a mechanized army?
How many of you have a hard time beating imp guard? I personally have only beaten them once out of dozens of battles. It's pathetic.
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Posted: Mon Aug 20, 2007 6:14 pm
A mechanized army is one where all or the majority of models are in transports. Such as a marine army all in rhinos, so in your case all in Devilfish or whatever theyre called.
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Posted: Mon Aug 20, 2007 7:48 pm
Babbalui If you just buy disruption pods, they down grade it to glancing anyways above 12". Then again, if they get really close, then yes, move tanks above 6". I must bring up a few points and ask some questions. I have found that Farsight is probably the best way to go if you like a lot of firepower and want to do well in close combat. They can deep strike, blow the enemy into pieces, then charge in and cut them down. I've beaten most types of necrons squads one on one with farsight and his crew and i've also taken genestealer squads with their broodlords. The nid players like to send the broodlord in with genestealers. I think it's stupid because he slows them down and allows them to be blasted. Either way, i've never lost a battle with farsight in close combat. Not unless i'm sorely outnumbered, but even then I go down swinging. Oh, he's a custom farsight. I forgot to mention that he is a combo between Shas O Ra Myr from forgeworld and the original farsight. He cost me a pretty penny, so I upped his stats a bit to make it better, but he does cost more points regardless. sweatdrop I find that a jumpsuit army is very good if you like to stay out of close combat, but like to piss off your enemies with constant fire from every direction. wink I HATE SKYRAYS!!!!!! They are terrible machines that it was my misfortune to have ever even considered putting into my army. It doesn't matter how much cover they are in because they still only fire a maximum of 8 main shots! They don't have the greatest strength and you MUST use a marker light to fire them. Well, what if the Pathfinders get torn to shreds in the first turn out of misfortune? Then your only way to get them is through firewarriors or the tank itself and you only get one shot with firewarriors. The problem with the lights is that they are heavy. How are pathfinders supposed to fire them if they need to get into position? If anything, the shots won't be fired until 2-3 turns later if you actually want to do some damage by getting around the enemy. The hammer head coupled with broadsides is a far better option. 4 guns with strength 10 and a possible reroll on 3 of them or take the one from the HH and make it an ordenance. That is a much better option. Skyray=pointless. QUESTIONS: Is the deepstrike roll now a 2D6 instead of one? What would be a mechanized army? How many of you have a hard time beating imp guard? I personally have only beaten them once out of dozens of battles. It's pathetic. Deepstrike is 2D6, and you pick the highest. So in a way its only one sweatdrop . And my compliments to you, Farsight is truely and awesome army. Most people underestimate them, but a commandsquad of 1-7. Thats alot of custom equipted crisis suits. For impguard. While i played Tau, i found stealth suits to be good. I also found kroot to be good, but your farsight.... Dount upgrade fusion blasters, maximise thier firepower. 6 suits, 12 drones. 6 burst cannons = 18 shots, 12 drones get..... well 12 shots, thats 30 shots. Death to imp guardsmen. Other than that..... i dunno. outrange guardsmen. Broadsides. Tanks are not to be feared. Nor are heavy weapon platoons.
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Posted: Tue Aug 21, 2007 3:08 am
Babbalui If you just buy disruption pods, they down grade it to glancing anyways above 12". Then again, if they get really close, then yes, move tanks above 6". That's not how that upgrade works. It grants you Obscured at distances over 12", which is only downgrades pens to glancing on a 4+. Moving Fast is infiintely more reliable. Babbalui Oh, he's a custom farsight. I forgot to mention that he is a combo between Shas O Ra Myr from forgeworld and the original farsight. He cost me a pretty penny, so I upped his stats a bit to make it better, but he does cost more points regardless. sweatdrop Do you mean that his model is a cross between O'R'myr and Farsight, or that his rules are a cross between them? Because if your Farsight has a 3+ invul, an Assault 2 plasma rifle, Monstrous Creature attacks in CC, has Flechette Launchers, and has boosted stats, then I'm not surprised you're pasting even Broodlords in CC. Babbalui I HATE SKYRAYS!!!!!! Skyray=pointless.Skyrays have a point, the problem is that they're meant to be an Anti-aircraft tank, and without aircraft and their old ripplefire rule that let them fire multiple missiles off of a single Markerlight hit, they've lost most of their utility. Babbalui How many of you have a hard time beating imp guard? I personally have only beaten them once out of dozens of battles. It's pathetic. I don't have a hard time at all. Most Impguard isn't mobile enought to give me problems, and if they go mech, then it's a target rich environment for my suits and tanks. Drop Troops and Cameleoline are the doctrines to watch out for. Samulin Deepstrike is 2D6, and you pick the highest. So in a way its only one sweatdrop . Uh, no it's not. Deep Strike is 2d6, period. Not 2d6 pick the highest, that's firing Ordnance.
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Posted: Tue Aug 21, 2007 7:40 am
Hello everyone. I've just starting playing 40k (The rulebook I bought off ebay hasn't even arrived yet sweatdrop ). I'm getting a tau army 'cause they're awesome, and I was wondering what units/equipment do you recomend? I don't have ANY figures yet, and limited money, so...yeah.
EDIT: and another question, what is the "'eavy metal" color scheame?
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Posted: Tue Aug 21, 2007 8:00 am
nanocharge Hello everyone. I've just starting playing 40k (The rulebook I bought off ebay hasn't even arrived yet sweatdrop ). I'm getting a tau army 'cause they're awesome, and I was wondering what units/equipment do you recomend? I don't have ANY figures yet, and limited money, so...yeah. EDIT: and another question, what is the "'eavy metal" color scheame? I just started Tua recently as well and i have barely any money, so what i did was save up and get 2 squads of fire warriors and gave them all pulse rifles because carbines and pointless in small armys. For a HQ you need to get a battlesuit and its best to use him as a Shas'O. Eventually when you got enough money its probably a good idea to get a unit of kroot for a meat sheild. The eavy metal colour scheme is in the codex.
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Posted: Tue Aug 21, 2007 11:36 am
thabks hart. another question: can any old crisis suit serve as an HQ unit?
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Posted: Tue Aug 21, 2007 12:27 pm
nanocharge thabks hart. another question: can any old crisis suit serve as an HQ unit? At first just to get you through yes, but it pays to get a battlesuit commander even just because it looks cool. I started off with a basic battlesuit and then went and bought a battlesuit commander off my freind. With a little bit of converting they can look a lot better. I made my battlesuits sheild generator out of 2 seperate ones cut and glued together to give him a bigger one.
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Posted: Tue Aug 21, 2007 12:29 pm
nanocharge thabks hart. another question: can any old crisis suit serve as an HQ unit? BUY THE CODEX.
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