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Posted: Thu Oct 15, 2009 3:35 am
well since it seems im the only guy here who cant beat em, any other ideas on how i might be able to. just throw em out there. i have pretty much all options available to me as far as army compostion and suit loadouts. just tell me what works for you guys and i'll let you know if i have tried it.
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Posted: Thu Oct 15, 2009 5:58 am
Van Evok best basic troops weapon? ap3 bolter on 1k sons the point about marines is they tend to charge in second turn of any battle. bikes, jump packs, drop pods and land raiders allow them to do this just fine... and Tau have a gross of 1 power weapon in the army - on special character! Thousand sons arent basic units.... its not basic troop choice... basic troop.... Vanilla Chaos Marine. Bolter and Bolt pistol CCW
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Posted: Thu Oct 15, 2009 8:01 am
Van Evok best basic troops weapon? ap3 bolter on 1k sons This isn't a d**k measuring contest. talk2hand
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Posted: Thu Oct 15, 2009 10:57 am
1k sons are perfectly legal csm troops, you can load up to 60 of them in standard org chart smile as for what hurts my marines most in the Tau? ap1-3 weapons for obvious reasons markerlights for making the above much more accurate transports for shielding fire warriors and allowing them to move around battlefield easily marine hunting loadout for xv-8 is plasma rifle and fusion blaster with multitracker - 3 such suits pack short range 9 good ap shots, can kill a land raider at close range, and can insta-kill marine characters, add a pair of ml hits and you can decimate full marine squad in one salvo xv-88 with linked plasma rifles and multitracker is the heavy suit loadout for marine hunting - long range railgun for killing vehicles, and short-to-medium range plasma rifle for heavy infantry killing
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Posted: Fri Oct 16, 2009 2:22 pm
Van Evok best basic troops weapon? ap3 bolter on 1k sons the point about marines is they tend to charge in second turn of any battle. bikes, jump packs, drop pods and land raiders allow them to do this just fine... and Tau have a gross of 1 power weapon in the army - on special character! Different Marine builds have varying levels of effectiveness against Tau. Mechanized Marines will get hosed. All-infantry Marines are difficult to kill off, but can be beaten on objectives. All-biking/jump-packing marines are the most difficult of Marines builds to counter, but not impossible. Indeed, certain points about this edition make charges work out more in my favor; if you sweep the whole squad in one round, I can shoot the chargers in my turn.
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Posted: Sat Oct 17, 2009 10:27 am
Oryn, I've used that tactic in my favor a little bit by including a min-size squad of Fire Warriors that I pop out to use as an assault screen, just to suck up some of the punch from bad assaults.
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Posted: Sun Oct 18, 2009 1:37 am
I think that might be taking the greater good a little too far, Caleidah. LOL.
Thanks for the ideas though you guys. One thing i definately need to think about is my suit weapons. I currently field one three man Fire-knife squad, (twin-linked fusion blaster) and one three man squad with twin-linked burst cannons that i have nick-named Hailfire. my biggest problem is that when i modeled them i was think balanced, not Marrine hunters.
question. what do you guys think of XV88's compared to Hammerhead's in a 1500 game? which do you use, if at all?
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Posted: Sun Oct 18, 2009 2:30 am
Build all of your suits with slightly different kit so that you can play the wound allocation game to keep them alive.
XV88s serve more as a dedicated vehicle hunter than the Hammerhead because they can die against mobs in assault and don't have the blast shot that the Hammerhead has. In all, I'd take a hammerhead over the XV88s for the sake that it is a more versatile vehicle.
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Posted: Sun Oct 18, 2009 10:35 am
true enough. but a single hammerhead can get expensive fast. That's why i tend to use use a two man XV88 squad. It's way cheaper than a Hammerhead outfited to have half a chance of surviving an assault.
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Posted: Sun Oct 18, 2009 11:26 am
Basically the Tau Empire are very good at range. They will most likely kill you before you get a lot of people close to them. What you have to do is this. If you have a unit that can deep strike, use it on the broadsides or the hammerheads. They are by far the most valuable (And the most dangerous) units of the Tau Army. They have a strength 10 weapon with an AP of 1. If you get too close to the broadsides, then they will deploy missiles that are very deadly and they are pretty good in melee, despite their initiative. What I would do is send a strong melee units that is expendable into the abyss and take out the broadsides. That's good step number one. Once that is complete, the Tau army is more or less anti-infantry. Send in your vehicles and take out the lesser anti-vehicles like the sniper bots or the stealthsuits. Your vehicls and infantry can take out the rest. One thing though is to avoid the kroots with a passion unless you have a really good melee squad. Kroots are strong, but have no armor. It's best you take them out at range.
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Posted: Sun Oct 18, 2009 1:28 pm
Kroot are terrible. I've seen a squad of Imp Stormies hold them up for three turns, then beat them with several losses. They might be quite nasty, but the lack of armour is a sin no melee unit can live with. Squad of five SMs own a squad of ten Kroot with ease, they are rubbish.
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Posted: Sun Oct 18, 2009 1:48 pm
Jason Kharo Kroot are terrible. I've seen a squad of Imp Stormies hold them up for three turns, then beat them with several losses. They might be quite nasty, but the lack of armour is a sin no melee unit can live with. Squad of five SMs own a squad of ten Kroot with ease, they are rubbish. There is a big advantage they do have though. A full squad consists of about 35 (I forgot the number) which includes 12 hounds, 3 krootoxes and 20 carnivores. From my experience, a squad of 12 kroots was able to kill off a terminator squad.
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Posted: Mon Oct 19, 2009 12:20 am
Hah, rubbish. Unless that person was pro at rolling ones, that would never happen. Now if it was a termie assault squad, the Kroot would be dead in the first couple rounds of combat.
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Posted: Mon Oct 19, 2009 12:44 am
Kroot are good in cover or as counter-charge, other than that they are about as useful as a bunch of Kroot in open ground. Useless.
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Posted: Mon Oct 19, 2009 1:00 am
Unless I take hounds like ******** whoa, I tend to just use ridiculous numbers of Kroot to swarm objectives. However, one thing I've tried and that a member at my FLGS ran was to use Infiltrating Kroot as advance shooting against Guard. Popped into cover, held onto that save, and pelted the Guardsmen with S4 fire.
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