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Shadow Paladin Blue

PostPosted: Mon Feb 11, 2008 9:36 pm


Oryn
Shadow Paladin Blue
i gave my team 2 shield drones and the ADV stablisers. and i dont see how a couple of russ could kill them. 3 str 10 ap 1 twin-linked shots usually lay down the pawnage. besieds if u have hammers heads u just dont let the stuff get that close.


I haven't found the AdvSS all that useful. Yeah, it ocasionally lets you get off a better shot at something you'd like to hit, but most of the time, by Broadsides are in one spot with good firelanes and don't need to move. I've found Targeting Arrays are a better buy for the same points.
ya thats true, but most of the people i play with have an obbsession with deep striking right next to my Broadsides. but i think i might try out the Targeting Arrays.
PostPosted: Mon Mar 17, 2008 11:19 am




Targetting Arrays FTW, Need that accuracy with shots as important as those ever-so-useful Railguns.

Sod's law says they still miss mind.

[Fraggle]


Oryn

PostPosted: Mon Mar 17, 2008 8:36 pm


[Fraggle]


Targetting Arrays FTW, Need that accuracy with shots as important as those ever-so-useful Railguns.

Sod's law says they still miss mind.


Definately. Don't forget that if you really want to be able to fire on the move, there's always the option to buy Plasma Rifles.
PostPosted: Tue Apr 01, 2008 11:24 pm


So I had another battle using those broadsides. It was an apoc game and it only lasted four turns. My suits did squat. First turn. They use Strategic assest Careful planning nad pop up sm and ig. Shooting. one drone dies and then assasult. another drone down. I attack. NOT A SINGLE GUARDSMEN OR MARINE DIE!. next turn. Assasult. I still don't kill anything and some how roll eight 1's. All broadsides dead. So yeah.

The Red Hashishin


Oryn

PostPosted: Thu May 01, 2008 9:19 pm


The Red Hashishin
So I had another battle using those broadsides. It was an apoc game and it only lasted four turns. My suits did squat. First turn. They use Strategic assest Careful planning nad pop up sm and ig. Shooting. one drone dies and then assasult. another drone down. I attack. NOT A SINGLE GUARDSMEN OR MARINE DIE!. next turn. Assasult. I still don't kill anything and some how roll eight 1's. All broadsides dead. So yeah.


I can see several problems here.

1. You're playing Apoc. Anything with no AV dies like flies in Apoc.
2. Your luck is awful.
3. You're playing Apoc. Stuff gets to CC faster in Apoc.
4. Your luck is really awful.
PostPosted: Fri May 02, 2008 1:16 am


thanks for that helpful insight

The Red Hashishin


Oryn

PostPosted: Fri May 02, 2008 2:02 pm


Eh, I'm just trying to get some discussion going, Tau talk has kinda died off. Really though, the most useful bit of advice in there is the first one; Apoc is really no place for infantry.
PostPosted: Fri May 02, 2008 8:45 pm


Im going for an all suit army. Really hard though. Thinking of dropping all my fusion blasters for just missile pods and plasma rifles. Use my superior movement and drop in behind all my targets. Probably keep three squads with fusions and have them flank march behind super heavies and IG tank lines. Also use quick question. wrong forum, but hey it was used against me last battle. Can you come in from any table edge with Advanced Planning or just yours???

The Red Hashishin


Rocking Reaper

PostPosted: Mon May 05, 2008 12:09 pm


i just managed to relieve one of my friends of all his tau for a very reasonable price, a massive addition to my army including 4 full squads of fire warriors a hammerhead and sky ray, 7 crisis suits and 5 broadsides a full squad of pathfinders with rail rifles included and a kroot shaper, my entire army now stands at a glorious 4500 point total, im quite chuffed to say the least

im currently working on what to give everything wargear-wise, for the sake of simplicity im giving all the crisis suits shield generators, im giving the broadsides targeting arrays, disruption pods and multitrackers on my hammerheads and disruption pods and targeting arrays on the sky ray and my pathfinders have every grenade going. Judging by the way people play at my games workshop this should give me the best results what do you think?
PostPosted: Wed May 07, 2008 10:37 pm


Devil_Kenpachi
i just managed to relieve one of my friends of all his tau for a very reasonable price, a massive addition to my army including 4 full squads of fire warriors a hammerhead and sky ray, 7 crisis suits and 5 broadsides a full squad of pathfinders with rail rifles included and a kroot shaper, my entire army now stands at a glorious 4500 point total, im quite chuffed to say the least

im currently working on what to give everything wargear-wise, for the sake of simplicity im giving all the crisis suits shield generators, im giving the broadsides targeting arrays, disruption pods and multitrackers on my hammerheads and disruption pods and targeting arrays on the sky ray and my pathfinders have every grenade going. Judging by the way people play at my games workshop this should give me the best results what do you think?


Multitrackers on the vehicles are good, but what vehicle upgrades you want are about to change. Currently, you'll want Decoy Launchers over Disruption Pods, after July, you're probably going to want Sensor Spines or Disruption Pods.

Oryn


Rocking Reaper

PostPosted: Sat May 24, 2008 10:35 am


why's that?
PostPosted: Sat May 24, 2008 8:25 pm


Devil_Kenpachi
why's that?


Changes in the way Vehicles, LOS and cover work in 5th ed. Vehicles are going to get more durable, but fire less. Vehicles will be able to take cover saves; Skimmers Moving Fast is going to change from downgrading to glancing hits to granting a 5+ save. The penalty is not going to change. Any piece of equipment that currently grants obscured status will grant a 5+ save. Since we already have a piece of equipment that grants us obscured, Disruption Pods will give us the same save without the worries about crashing. Since forests and ruins will provide 4+ cover, Sensor Spines will let you get a better save without worrying about being Immobilized. Multi Tracker and Target lock are still going to be useful, but the 2 Burst Cannon option for Hammerheads is likely to vanish for most of 5th ed, since they won't be defensive weapons.

Oryn


The Red Hashishin

PostPosted: Sat May 24, 2008 10:45 pm


Yea that makes sense. I never equipped my skims with senor spines. With cover saves you can park the tank at the edge of a forest and fire away.
PostPosted: Mon Jun 30, 2008 5:31 am


DarkElf27
Mega Raptor
The Tau seem very remeniscent of Anime to me, just in terms of armor and weapon designs. Hell, they even have mecha in their army.

Personally? I like my bugs too much to play a Tau army, but I know someone who collects them that I fight against every now and then... usually not a good experience for my bugs.
Yeah, range, firepower, and blast templates usually dissuade Tyranids fairly quickly.


lol, i know this post was from page two
but its the perfect statement thingy

my friend plays nids and i play tau
he almost always wins because of sheer number
-without the markerlight the firewarriors only hit 50% of the time which is kinda pathetic
so he just charges me with all his genestealers and launches mines in the middle of my mass of men.... hes such a douche

any strategy ideas peeps? err, counter strategy? when he decides to drop mines all over the place and charge me? lol

[Sanity_is_for_the_Weak]
YAY 200 pages!
So, I have $100 at my disposal, $25 goes to Tau color paint, what should the rest go to?
So far I have 2 Crisis suits, 1 sniper team, 2 Firewarrior teams, and a Crisis Commander.
What do I need?

the skyray
its got 6 seeker missles on it
if im not mistaken, it can fire all of em in one turn
all you need is a markerlight
then "bye bye"



and i got a question, hopefully someone will know...
i played space marines up until about a month ago
ive been playing tau and theres some things that conflict with my knowledge of space marines......
i have my fire warriors (i only have the battleforce box set thing that came with the devilfish and one crisis suit, along with the firewarriors and kroot etc.....) split into two squads, one squad has the long range pulse rifles and the other squad of six has the pulse carbines....
heres the question, when the space marines (cant remember which gun, i think its the basic bolter) are within 12" they get 2 shots each, right?
do my fire warriors get that extra shot too? if so, what range do they gotta be in?

aaand another one i just thought of.
the pulse carbines are also a assault weapon, cant remember the number (assault#)... i read in the rulebook but i still dont quite get it... it says i can move, then shoot, then enter assault phase... does that mean i can move, shoot (rolling to attack then applying wounds, saves etc) then assault, and attack again in close combat?

RevlinHeartsblood

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