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Posted: Thu Jul 17, 2008 1:47 pm
Oryn Iron Wolf 85 Honestly What few times I fought the Tau, the opposing player never got the chance to rapid fire, you see the IG can have snipers, and well tau helmets do not protect against that. My favored anti-tau tactic is to fight them from behind cover. or better yet break them up. as befitting their philophy the Tau units work together, support each other. if your good you can keep that from happening, That and pray they don't get to shoot first. *blink* IG Snipers don't deny armor saves, so I'm not sure where you're getting the "Tau have no protection vs. snipers" bit. If you play gunline Guard, great, Tau probably don't hit rapid fire range because you're both staying at long range. If Tau really wanted to close though, they'd only have to go mechanized and it'd be easy. Fighting from behind cover with Mortars and Basilisks only sort of works though, after all, suits, tanks and drones can easily cross the field to flush you out, and even if they didn't, it'd be fairly easy to strongside and roll you up without any good hammer units other than the Bassies. Heck, infiltrating Kroot or Stealths could ruin your day if you're deploying behind terrain instead of in it. There are new universal sniper rules.
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Posted: Fri Jul 18, 2008 2:00 am
Sgt_OBrien There are new universal sniper rules. I know 5th has changed the way snipers work. However, Iron Wolf posted on July 7th, five days before 5th came out, and spoke in past tense referencing the times he had fought Tau before, indicating to me that he was speaking of his experiences in 4th ed. My statements are entirely accurate and true in the time-frame they were made. Kuroda Ryuzaki The idea is that a combination of firewarriors/kroot suits and skimmers are grouped together to take and hold each objective splitting your army into durable and flexible 'lances' that will have the troops choice to claim the objective and also the heavy armour and fire power to hold the objective afterwards. Considering that whenever i play the objectives are always in cover of some sort vehicles will have much more durability as they now have cover saves so you can establish a fire-base on top of an objective with a vehicle parked in the main line of fire, denying small weapons fire from the most obvious firing line and the cover save helping against heavier fire. Also if you have a variety of units in one place it would force the enemy to split his forces as well, which he wont have planned for and so probably wont have the right mix of units to do this effectively. The only problem i see with this tactic is that it would be more expensive than other tactics mentioned especially if you have 4+ objectives on smaller games you will either have to leave some objectives or play much weaker lances (which probably wont work) so i guess this tactic would be more suited to larger points games Last turn rush is a lot less viable when you must rush on Turn 5 and might have to stay there til Turn 7. However, I can see how the idea of plunking a firebase on two objectives is attractive. Personally, I'd rather put one of my objectives next two my 2-3 Fire Warrior Squads and let them try and remove all 24-36 infantry models off of it, while using tanks, Kroot or suits to contest the other objectives, but I can also see how my own plan is vulnerable to opposing units contesting my objective.
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Posted: Mon Jul 21, 2008 10:37 am
Honestly we were testing out the 5th edition sniper rules, a guy at our group found out about it early. Still a battle between the Guard and the Tau is different than most Warhammer 40k battles. The armies are perfectly balanced for one another, there is no "silver bullet strategy" for either side. It all comes down to the players across the board from one another, and it's really tense. I play guard and I win most of the time because the Tau players I face usually rely on the Tau's superior technology to carry the day, and not their own skills. They often copy strategies and armies from the magazines or sites. It makes them predictable, and easy to counter. The most important thing when facing a tau army is cover, on flat ground those pulse weapons will tear through my men. ogrin can counter kroot and tear through Tau firewarriors it's getting them close enough that's the problem, usually I use tanks and transports. and always, always aim for the ethereal if they have one. oh and lastly I hate Krootox, any advice on how to kill'em without taking heavy causalities.
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Posted: Mon Jul 21, 2008 11:43 am
Iron Wolf 85 Still a battle between the Guard and the Tau is different than most Warhammer 40k battles. The armies are perfectly balanced for one another, there is no "silver bullet strategy" for either side. It all comes down to the players across the board from one another, and it's really tense. I find it's usually reliant on what doctrines and units the Guard select. Cameleoline and Carapace will frustrate Tau, as most Tau players don't cart around enough Markerlights to drop that 3+ cover save (2+, if you go to ground). The fewer vehicles the Guard take, the harder game it is for Tau, as a handful of high strength shots are more useful against a handful of vehicles, not a bucket of army men. Drop Troops and Light Infantry (Deep Strikers and Infiltrators) armies are pretty hard on Tau as well, since they can close faster, and in the case of infiltrators, deploy to the best positions to neutralize Tau deployment.. Iron Wolf 85 oh and lastly I hate Krootox, any advice on how to kill'em without taking heavy causalities. Krootox? Seriously? Krootox blow, and blow hard. If your opponents are taking Krootox over anything in the codex, that might be a contributing factor to their losing. Nail the unit with a Griffon mortar, or any 6+ Str blast. Kroot are universally T3, and the 'ox might have 3 wounds, but they don't matter if you nail the whole unit and he's got to worry about ID. Heck, use the Infernus shells on the Griffon and force them to fall back out of cover first, and then they'll really start dying.
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Posted: Tue Jul 22, 2008 1:06 pm
thanks. oh and I misnamed the unit. not a Krootox the tau player got the idea from dawn of war, here's the thing I meant, can't for the life of me remember the name though.....  I think the kroot brought it from their homeworld if I didn't have a baneblade, That thing would wipe the floor with me.
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Posted: Tue Jul 22, 2008 1:15 pm
That would be a Knarloc.
@ Oryn: A Griffon firing Infernus shells? What the zog are you smoking? Might I see the list or source where you are getting these fancy ideas from?
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Posted: Tue Jul 22, 2008 8:26 pm
Specifically, a Great Knarloc. I'm not sure exactly why he's having such trouble with it. In Dawn of War it's a real beast, but on the tabletop, it's only got 5 T5 wounds, plus a few attendant Kroot handlers. It doesn't infiltrate, and only moves as fast as Fleet Infantry. Task some heavy bolters to go after it, or if you really want to go with more quality fire power, drop some melta/plasma veterans down right next to it and shoot it to bits. Lt. Brookman @ Oryn: A Griffon firing Infernus shells? What the zog are you smoking? Might I see the list or source where you are getting these fancy ideas from? Imperial Armor. IA3, specifically, for the Griffon+Infernus shells. A S6 AP4 blast that forces the unit hit to make an immediate fall back move to avoid the fire lit on their position.
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Posted: Tue Jul 22, 2008 10:43 pm
Yeah well, +1 for being clever, -10 for making obscure advice that will almost certainly result in "but I don't have that book."
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Posted: Wed Jul 23, 2008 2:47 am
Lt. Brookman Yeah well, +1 for being clever, -10 for making obscure advice that will almost certainly result in "but I don't have that book." Infernus shells I will grant are rare, as most people don't have IA3, but you can find the rules for Griffons online for free, and while being out of cover help you, its the qualities of S6 and Large Blast that were important for killing Krootox. I don't think anyone but a hardened rules lawyer would deny you a game based on the use of Griffons with your Guard army.
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Posted: Wed Jul 23, 2008 3:09 am
Oryn Lt. Brookman Yeah well, +1 for being clever, -10 for making obscure advice that will almost certainly result in "but I don't have that book." Infernus shells I will grant are rare, as most people don't have IA3, but you can find the rules for Griffons online for free, and while being out of cover help you, its the qualities of S6 and Large Blast that were important for killing Krootox. I don't think anyone but a hardened rules lawyer would deny you a game based on the use of Griffons with your Guard army. you obviously havnt met my local gaming group, honestly, there are a stupid amount of little kids there who refuse to play if you put something larger then a space marine on the field! so instead me and the other older players just ignore them and start a diff game so the little kids miss out. lol
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Posted: Thu Jul 24, 2008 10:57 am
I never saw the thing's stats in the codex, I think I got tricked on the Knarloc sweatdrop annoying munchkins
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Posted: Fri Jul 25, 2008 1:28 am
Iron Wolf 85 I never saw the thing's stats in the codex, I think I got tricked on the Knarloc sweatdrop annoying munchkins Whenever you come up against something unusual and different, ask to see the unit entry in whatever rulebook it's from. If he can't provide the rulebook, or at least a photocopy of the relevant page (Imperial Armor books are freaking heavy to cart around), then there may be something dodgy going on.
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Posted: Sun Jul 27, 2008 9:28 pm
could someone please tell me what the hell that thing on the bottom right of this picture is?  i think i may have accidently thrown that sprue out not knowing what that thing was i thought it was something that attached to their heads or something lol
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Posted: Sun Jul 27, 2008 9:46 pm
It's either a shield generator or drone control becon. I'm inclined to believe the latter.
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Posted: Sun Jul 27, 2008 10:04 pm
hmmmm do ya think its a vital piece? (cant seem to find that thingy) and im pretty sure that i have one of the dudes equipped with a drone controller
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