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Seraphine-Exalted

PostPosted: Tue Mar 29, 2005 12:09 pm


Jerhien
Yeah Jet packs are great until your enemy brings assault marines to the table, then you better pray, lol.
Whatchyoo talkin' 'bout mah kroot die'n?
Then again I play the kroot Carnivore list (most broken thing ever) and all my kroot are T-4...and a 450 point HQ unit that can spit out 24 str 8 eviscerator attacks and 24 str 4 kroot hound attacks on the charge...and I still have 130 models at 1500 point xd
What was gw thinking when they published that army lol...


1, assault marines never live past turn 1 against me razz
2, im talking regular kroot, not the merc list, which tau cant use...
PostPosted: Tue Mar 29, 2005 12:25 pm


Seraphine-Exalted
Jerhien
Yeah Jet packs are great until your enemy brings assault marines to the table, then you better pray, lol.
Whatchyoo talkin' 'bout mah kroot die'n?
Then again I play the kroot Carnivore list (most broken thing ever) and all my kroot are T-4...and a 450 point HQ unit that can spit out 24 str 8 eviscerator attacks and 24 str 4 kroot hound attacks on the charge...and I still have 130 models at 1500 point xd
What was gw thinking when they published that army lol...


1, assault marines never live past turn 1 against me razz
2, im talking regular kroot, not the merc list, which tau cant use...


how do you kill off that marine squad??

Ticklish_Boi


Jerhien

PostPosted: Tue Mar 29, 2005 12:46 pm


That really depends who you're playing against...if you're playing against blood angels you don't. If your enemy is smart he'll take smoke grenades with them and then you won't kill them on the first turn unless you expend most of your firing on them (which means you'll be leaving other key targets alone) and you've essentially screwed yourself by not applying your firepower appropriately. It also depends on the chapter of marine your fighting, but if your opponent brings a large death company to the board (IE 2 chaplains, jump packs and a christload of troops) and he wins the roll for first turn you can pack up your tau and go home, you just lost...Unless your entire army can somehow manage to gun down 12-18 assault marines with feel no pain...god I hate Blood Angels!!!!
GW really needs to iron out the tau list...the game is just too oriented towards close combat to have an army totally devoid of any decent close combat troops.
Yes, I knew that the tau mercenaries couldn't be taken in tau lists (which I personally think is a damn shame, they should ONLY be able to be taken as part of the tau list....then BAM army problem solved.) and isn't it great that everypne else can have better kroot then we tau? scream
PostPosted: Tue Mar 29, 2005 7:30 pm


DarkElf27
Tau, like any army, are utterly horrible until you discover your particular army's strength, after which they are near invinceable. I dont have a tau codex, but it seems to me the best plan of action would be to have 2 ranks, a rank of Kroot in the front, and a rank of whatever the guys with the S5 guns are right behind them. That way you can get close enough to shoot faster and still have a layer of assualt power.


Too static. Fast troops or deep strikers will get behind the line and turn the FW into hamburger. Besides, with initiative 3, Kroot aren't going to do well against any dedicated close combat unit. Stay close to your devilfish and be ready to move, and remember that you can shoot underneath skimmers but they can't assult under them.

Major Tom


Reddemon

PostPosted: Tue Mar 29, 2005 7:43 pm


thats a good idea. but with 2 ranks of kroot followed by ur Fw u may do better.

Kroot
Tau
Tau
Kroot

like that
PostPosted: Tue Mar 29, 2005 7:47 pm


Reddemon
thats a good idea. but with 2 ranks of kroot followed by ur Fw u may do better.

Kroot
Tau
Tau
Kroot

like that


Make sure there is at least four Inches in batween each rank or those sweeping advances will cause you alot of points. * Remembers bas mega battle* THERE WASNT ENOUGH ROOM!!!

Desperado de Anarquia


Reddemon

PostPosted: Wed Mar 30, 2005 12:17 pm


yea & with a kroot army its more like u can put ur guys whare evr u want as long as ur in forest cover
PostPosted: Wed Mar 30, 2005 1:02 pm


The stock tau army just doesn't even work as long as we're on the topic, GW overreacted to initial playtesting and super-nerfed the army in it's initial stages...they rushed it and it shows....roar! Such a cool army idea too... sad

Jerhien


xera_ava

PostPosted: Thu Mar 31, 2005 5:46 pm


just hope Space Marine terminators don't ravege your lines. bad experince with assault squad taking out troops.
PostPosted: Thu Mar 31, 2005 5:52 pm


yea but they will probly edit the codex soon*starts to save up money for that*

Reddemon


Major Tom

PostPosted: Fri Apr 01, 2005 8:44 am


xera_ava
just hope Space Marine terminators don't ravege your lines. bad experince with assault squad taking out troops.


Terminators are big and scary, but only move 6". Stay with your devilfish and remember that if you keep shooting you'll eventualy get through their saves. Send some Crisis Suits with Plasma and Fusion to take care of them, or do what I do: Ignore them. Deep strikers will only cause you problems if you have a battle line for them to hit. If the termies mounted in a transport, well you're Tau! You don't fear vehicles, vehicles fear your railguns.
PostPosted: Mon Apr 04, 2005 6:12 pm


Hey everyone,
I haven't posted in ages and it looks like a lot has changed.

Does anyone honestly believe the Tau need a new codex? I seriously do not, my army has rocked the universe in the past two game club tournaments I've been in and neither time did I alter the list. I even beat a GW rep who came as a guest.

I was quite proud of that, he was Iron Warriors and I had area terrain around me like a disease! It was such a great game though, we shared many laughs and of course healthy taunts.

I have a question to be debated:

Do you feel it's better to have a new list for everyone opponent you face or is it better to have one master plan that can handle anything on average?

Personally I go with the master list, that doesn't mean it doens't take many many tries to get to that point but still, I'd rather have one master one than a million different ones for everyone foe I face.

DarkReaper40k

Dangerous Shapeshifter

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Reddemon

PostPosted: Mon Apr 04, 2005 6:30 pm


i only said that cuz of the lack of normal tanks in their list. they could use a little bit more mobility
PostPosted: Wed Apr 06, 2005 1:48 pm


Yes, they lack variety. But the quality of Hammerheads and Devilfish make up for that. Hammerheads are very adaptable, so it's unnessesary to have a special tank for every situation.

Major Tom


Reddemon

PostPosted: Fri Apr 08, 2005 6:56 pm


well they really have 3 tanks. Devilfish, Hammer head, and Sky Ray. then theres the extra wepon options for the Hammerhead.

O btw. i killed a space marine in a kill team game with my tau(after evryone was puttin them down)and my carbiner survived a heavy bolter biggrin
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