ObliviousBlueCaboose wrote:Sure but im talking all foot guard lists. 8-12 guardsmen is a drop in the bucket. And assuming a 2 inch spread thats what 5ish guardsmen per large blast? And for the other weapons you got to get in close, which negates your ranged superiority.
On the other hand most ig heavy weapons are 36-48, meaning we'll out range you. Ive played this game with the Tau before, and once the hammer head is gone there isnt really a massive threat to foot guard.
Mech guard on the other hand, youll eat. Penning chimeras on a 1 or 3+, and they dont have the survivabilty of foot. Nasty.
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And your focusing on one weapon Flavious. The rest of the tau weapons are usually shorter range then the IG.
Unless the hammerhead or broadsides get uncomfortable close to a Chimera it's gonna be against it's front
AV, though thats kinda beside the point, as railguns are still quite effective against AV12. The thing is, hammerheads are still a
BS 4 platform, and with a smart missile systems and a disruption pod they run 165 points. A vendetta has a 44% chance to destroy or blow off the only important weapon on a Hammerhead shooting it's front
AV from within 12" (not that hard given it's a fast skimmer) and a 94% chance of destroying, stunning, shaking or blowing the weapon off a Hammerhead and thus preventing it from firing. A Hammerhead can't blow off all the important guns on a Vendetta since it has 3, so it needs a destroyed result for the first calculation the hammerhead only has a 24% chance of destroying the Vendetta, and a 44% chance of shaking or destroying a Vendetta (as they can't be stunned due to extra armor). Vendettas are 35 points cheaper then the
SMS and disruption pod set up, and 25 points cheaper then a burst cannon disruption pod set up. They can carry troops, they're fast skimmers, and they can scout and outflank. If you bring Vendettas, have an Astropath and outflank them, or have the first turn and scout move them within 12" of the hammerheads, then you should be picking up pretty good return on investment with your Vendettas. Even taking the hit from the disruption pod you still have a 22% chance of blowing the Hammerhead and a 47% chance of preventing it from firing in it's next turn.
As a guard player fielding vendetta's (and manticores) I'm more worried about broadsides, you can pick up 2 railguns that are more accurate and can take cover saves easier and can't be stunned and all for the same price as a Hammerhead. Stick 3 broadsides with 3 shield drones in cover and you've got a unit that is pretty resilient to long range fire and can dish out the pain. The downside being that the unit runs you 270 points, and more importantly if they're hugging cover on the edge of the board any failed morale checks and they'll escort themselves off the board. If they're not in cover then a barrage of lascannon fire from Vendettas will do them in pretty well, if they are in cover though the number of lascannon shots starts to climb excessively. One thing I think that would work well is an outflanking Vendetta with plasma vets, flying into the cover and dropping the plasma vets so neither are more then 2" away from the Broadsides though cover. I'm not sure if that eliminates the save for the Vendetta, but the plasma vets would certainly not have a cover save against them. Hopefully you can put enough kills into them in a turn or two of shooting to eliminate them or make them break, One of the big things to remember about Broadsides is that if you can make them take leadership checks they're no better at it then we are, and killing 2 shields drones and escorting the broadsides off the table can be effective.
The Imperial Guard has a lot of answers, remember that an ordnance barrage weapon is pinning and makes the leadership check at -1, so if you can even put 1 wound on any kind of suit they have to make an
ld 7 pinning check. If you have more then one unit that can do so they may have to make more then 1 pinning check at
ld 7. Don't worry, mech guard shall not fail you!