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Made in us
Preacher of the Emperor




Boston, MA

raverrn wrote:
 wuestenfux wrote:
Another option is to mount your squads into Serpents and add some armored HS units. This can give Tau a hard time since their default S5 weapons wil not work.

Okay, then I'd tank shock Tau off the table.


Tau: unable to handle AV12. You heard it here first.


That is not what Wuestenfux said at all. He said AV12 gives Tau problems because it forces more trade offs. The most prevalent transports are AV10 and AV11, which firewarriors can kill through volume of fire. There are significantly less units in the average Tau army that can reliably kill massed AV12, especially when Eldar AV12 benefits from jinx and (potentially) invulnerable saves. You force the Tau player to shoot hammerheads and battlesuits first and if they don't kill the transport, the firewarriors fire is wasted. AV12 is also immune to most Tau secondary weapon systems (i.e. Smart Missile Systems)
   
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Human Auxiliary to the Empire





Bedford, va

Keep in mind that he is paying a high premium for that survivable markerlight unit.
An Iridium Shas'O with drone controller and say...6 marker drones will run about 200 points. Consider what he is giving up to field that unit. That is almost 2 full firewarrior squads, or a fully kitted out Longstrike Hammerhead, or 4 fusion piranhas, or a full squad crisis suits fully kitted out and with accompanying drones. Recognize that he is giving up a decent amount of firepower to field that unit. If he's taking a shield generator then that is even more points he is spending on this unit. Instead, I would focus your efforts on killing the units that will be using the markerlight hits.

Also, don't forget that Tau actually have other Ignores Cover options outside of markerlights. SMS, very common on Tau vehicles needs no LOS and Ignores Cover. And M3S (multi-spectrum sensor suite) grants the user's unit Ignores Cover shooting. Beware the Kingfisher!

That said. The swooping hawks sounds like a decent answer to the Mark'o unit. But they are not the only answer. Your rangers/pathfinders can use precision shooting to bypass the Shas'O and kill drones. Low AP weaponry will either kill the commander or he'll pass those wounds off to the drones. I haven't read the Eldar codex yet, but I'm sure there are more units capable of dealing with the Mark'O plus drones effectively.

   
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Nihilistic Necron Lord




The best State-Texas

Prophet of Khaine wrote:
I do not think you could or should be able to do the thrust move in the assault phase if you used the wjg mode in the movement phase. The reason I believe this is that the thrust move is based on using the jet pack in the movement phase which you did not, you used the wjg. This is ofcourse my interpretation of this, others may read the warp jump generator rule differently and that is fine. It would seem odd to me that a unit can move 6 +2d6, run 6d, shoot and then thrust move 2d6 in the assualt phase. This could possible be up to 18+6+12 for total 36 inches from an infantry unit. If this is how the writers meant it then they shoudl be more clear about it as I can hear the wailing of Eldar opponents crying FROMAGE!!!!!!!!.

This I think does need clarification in an FAQ.

Run a few games playing it this was and report back as to your experience.

May Khaine be with you.


Where are you pulling this requirement from? It nowhere states that you must use your jetpack in movement, or not use it in your movement phase to make a thrust move. The only requirement is to have a jetpack, and not be locked in combat or attempting a charge.

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Crazed Spirit of the Defiler






Da Skyman wrote:
Keep in mind that he is paying a high premium for that survivable markerlight unit.
An Iridium Shas'O with drone controller and say...6 marker drones will run about 200 points. Consider what he is giving up to field that unit. That is almost 2 full firewarrior squads, or a fully kitted out Longstrike Hammerhead, or 4 fusion piranhas, or a full squad crisis suits fully kitted out and with accompanying drones. Recognize that he is giving up a decent amount of firepower to field that unit. If he's taking a shield generator then that is even more points he is spending on this unit. Instead, I would focus your efforts on killing the units that will be using the markerlight hits.

Also, don't forget that Tau actually have other Ignores Cover options outside of markerlights. SMS, very common on Tau vehicles needs no LOS and Ignores Cover. And M3S (multi-spectrum sensor suite) grants the user's unit Ignores Cover shooting. Beware the Kingfisher!

That said. The swooping hawks sounds like a decent answer to the Mark'o unit. But they are not the only answer. Your rangers/pathfinders can use precision shooting to bypass the Shas'O and kill drones. Low AP weaponry will either kill the commander or he'll pass those wounds off to the drones. I haven't read the Eldar codex yet, but I'm sure there are more units capable of dealing with the Mark'O plus drones effectively.


Well said, I think a lot of people are forgetting that Tau can field very viable marker light independent armies with cover ignoring weapons. Also skyrays while less utilized than pathfinders have networked markerlights on a Av13 skimmer platform.

Games Workshop: Ruining Chaos Space Marines since 2007

First they raised prices on the Eldar, and I did not speak out because I did not play Eldar.

Then, they raised prices on the Orks, and I did not speak out because I did not play Orks.

Then, they raised prices on the Nids, and I did not speak out because I did not play Nids.

Then, they raised prices on the Marines, and there was nobody to speak out for me. 
   
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Storm Guard





Iowa

Prophet of Khaine wrote:


The Warp Spiders are jet pack infantry and when they move they can choose either the regular jet pack or they can choose the warp jump. If they warp jump they move 6+2d6 inches and loose a random mocel on a doubles. You will only be able to do the thrust move in the assault phase if you chose the jet pack move, not the warp jump. So with jet pack you can move 6 run d6 shoot and then thrust move 2d6. Warp jump you will move 6+2d6, run d6 and shoot. That is what I am reading under warp jump generator on page 67 at least.


if i remember in the codex, it count as jet pack infantry OR do a warp jump, jet packs are not wargear they are an infantry type.
   
 
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