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Posted: Sat May 09, 2009 1:39 pm
GK would beat the $hi1 out of LOTD marine in HTH, and in ranged combat would be also better off. And is more maneuvrable without slow and purposeful.
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Posted: Sat May 09, 2009 1:43 pm
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Posted: Sat May 09, 2009 1:50 pm
Ah yes, but if you give that LotD a heavy weap that ignores a 3+ armour, they can move and fire, beating the Gray Knights on the heavy weap thing, but then it comes to Psycannons and the Knights take the lead.
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Posted: Sat May 09, 2009 2:06 pm
Yep.... I lost.... again...... I´ll never play againts Tau´s again. Lost my 1st Rhino on the 1st turn due to getting blown to pieces by a broadside cannon, ending loosing 4 marines in the explosion and watching them running (so much for smoke launchers being useful...).
I did managed to get into close combat with my assault squad+chaplain againts crisis-team and nearly escaping from the big bang from commanders escape protocol(sp?), but all I got was those shield drones.... -.-"
Even the dreggy was pretty much useless, only managed to kill a lone crisis-tau´s gun drones with his assault cannon and then getting blown up again from the damn broadside.
I pretty much gave up the match when there was badly beaten assault squad+chaplain and tac squad, slightly bruised tac squad left and he mob-up his entire army to one corner, a turn or two away from any good all-units-assault-tactic, it just seemed they would be dead anyways.....
Yeah, I´m not gonna play againts any Tau´s ever again...
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Posted: Sat May 09, 2009 4:51 pm
I've never had that much problems with tau - they just don't have enough good ap to deal with mass marines. And drop-pod assault just terrifies tau smile
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Posted: Sat May 09, 2009 10:06 pm
Van Evok I've never had that much problems with tau - they just don't have enough good ap to deal with mass marines. And drop-pod assault just terrifies tau smile
It all comes down to how they're played. The thing is, with decent armor, Tau have an uncanny skill to hang on in combat at times. That and, unless you're -really- doing it wrong, Tau should outnumber Marines by a respectable margin. Then, take into account the fact that they have a large number of high strength weapons with multiple shots (i.e. Burst Cannons), they can force a lot of saves.
That said, I've found the greatest strength to Marines is their armor save. My favorite tactic involving marines at current is to run a hard flank and crush across the side of an enemy. That way you can minimize the number of saves that you're forced to take and truly emphasize the true power of Power Armor.
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Posted: Sun May 10, 2009 1:58 am
He pretty much spend his points on fusion blasters and plasmaguns, he had like 8 crisis suits, 2 of them being leaders plus a broadside, all of them except one crisis-suit had shield drones and he only had 2 6men Firewarrior squads. :-/
That´s it, next time I bring a Baneblade. >:3
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Posted: Sun May 10, 2009 4:47 am
I just saw the strangest game yesterday, Tau were outshot by Orks...
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Posted: Sun May 10, 2009 4:48 am
@ Asmondai: my solution - assault termies... 3+ inv makes such deathray army ineffective. As for tau staying in hth I am perfectly happy to be that way since other units cant shoot into hth therefore making my units safe.
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Posted: Sun May 10, 2009 1:26 pm
Jason Da Psycho I just saw the strangest game yesterday, Tau were outshot by Orks...
And what the hell does that have to do with Marines?
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Posted: Mon May 11, 2009 12:15 am
Caleidah Jason Da Psycho I just saw the strangest game yesterday, Tau were outshot by Orks...
And what the hell does that have to do with Marines?I have no idea... For some reason, I must have thought this was the Tau thread, because I was about to post on there aswell...
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Posted: Fri May 15, 2009 1:53 am
Van Evok @ Asmondai: my solution - assault termies... 3+ inv makes such deathray army ineffective. As for tau staying in hth I am perfectly happy to be that way since other units cant shoot into hth therefore making my units safe. Deathwings don´t have 3+ inv. Atleast, not yet..... (Come on GW, faster on the updates of new codex!! ~RAGE!!!~) Besides, taking termies in a 1k point army is abit downsizing factor, not only taking so much points away but would also take away some good firepower, unless you really intent to drop-pod your army from the sky.
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Posted: Fri May 15, 2009 7:37 am
DA have sadly get the shortest straw to be playtesters for new marines and ended up underpowered. No 3+ inv for ya? Scouts are elites? Despair not! Against suit and tank heavy tau DA can rely on tried and tested razorback minimax... 5 marines, plasma gun and razorback to support/carry them. Also, multiwing assault can pay off hugely. Turbo-boost bikers 12" within enemy in scout moves and then deploy deathwing without scatter on the first turn. Guaranteed impressive panic on the Tau players face as he sees large number of tough marines within inches of his gun line on the first turn. And you can even charge the bikers into his lines sometimes on the first turn. If you happen to move second, you have 3+ cover for the bikes turbo. I am not very proficient in DA codex points costs, but I assume you can cram easily 2+2 formation of DW+RW squads with whatever master you fancy into 1k.
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Posted: Fri May 15, 2009 2:47 pm
i would use the new reaver or i would bum rush the tau with gaurd or orks
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Posted: Fri May 15, 2009 7:28 pm
marneous calgar i would use the new reaver or i would bum rush the tau with gaurd or orks
Hi, Marneous! Welcome to the Guild! Given that you posted in this forum, I'm sure that you saw that there are various threads discussing the various armies within the game. Well, this particular thread is for the discussion of Space Marines and tactics involving them. In his posts, Van Evok was talking about the Dark Angels and possible uses of them in battle.
In short: This thread is not for Guard, nor Orks, nor Titans. This is about the Space Marines. Go and have another look at the Guild RUles, if you would.
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