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Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

I've seen an entire unit of trukk boyz charge a riptide and kill them in a single turn with the riptide having FNP. Its all in the dice.

Armies:
The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
Salamanders: 5,000 8th Edition Tournament Record: 4-2
Ultramarines: 4,000
Armored Battle Company (DKoK): 4000
Elysians: 500
Khorne Daemons: 2500
 
   
Made in gb
Drone without a Controller






Another tried and tested tactic I have found for taking out their markerlight units if you're good at approximating your shooting ranges is mid sized Loota squads (6 - 8 man). Tau players (myself included) usually go for multiple, smaller units of Pathfinders to ensure overall Markerlight output is harder to damage. Multiple squads of Lootas has been able to solidly counter this in most cases simply through sheer volume of fire, and the 12" range difference. If you position Lootas well, they will annihilate Pathfinders before they can let shots off in most cases, and can then be used against suits efficiently if they survive.

Obviously this works best if you're setting up last and know where to place them exactly, but a central positioning can compensate this if you're going first, just make sure to try and keep them behind cover where possible if deploying this way.

This message was edited 2 times. Last update was at 2016/05/26 13:11:25


"Each must find their own way. If those in our heartland had witnessed the savageries of the void as have we they would know this. The hand of each of the starfarers is turned against the other; none will join their strength together just to see their ancient enemies prosper. Neither should we." 
   
Made in us
Locked in the Tower of Amareo




 Glitcha wrote:
I've seen an entire unit of trukk boyz charge a riptide and kill them in a single turn with the riptide having FNP. Its all in the dice.


That's too improbable to be relied upon.
   
Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

Martel732 wrote:
 Glitcha wrote:
I've seen an entire unit of trukk boyz charge a riptide and kill them in a single turn with the riptide having FNP. Its all in the dice.


That's too improbable to be relied upon.


I would much rather fight a riptide in CC then have it shoot me.

Armies:
The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
Salamanders: 5,000 8th Edition Tournament Record: 4-2
Ultramarines: 4,000
Armored Battle Company (DKoK): 4000
Elysians: 500
Khorne Daemons: 2500
 
   
Made in us
Locked in the Tower of Amareo




 Glitcha wrote:
Martel732 wrote:
 Glitcha wrote:
I've seen an entire unit of trukk boyz charge a riptide and kill them in a single turn with the riptide having FNP. Its all in the dice.


That's too improbable to be relied upon.


I would much rather fight a riptide in CC then have it shoot me.


Agreed, only because it kills you slower and gives you chance to maybe go fight their other units. But it's damn near impossible to kill in assault.
   
Made in gb
Drone without a Controller






 Glitcha wrote:
Martel732 wrote:
 Glitcha wrote:
I've seen an entire unit of trukk boyz charge a riptide and kill them in a single turn with the riptide having FNP. Its all in the dice.


That's too improbable to be relied upon.


I would much rather fight a riptide in CC then have it shoot me.


Seconded. Even if all you have is grots near one, better to charge it and have a chance of denying them a turn of nasty retaliation shooting.

"Each must find their own way. If those in our heartland had witnessed the savageries of the void as have we they would know this. The hand of each of the starfarers is turned against the other; none will join their strength together just to see their ancient enemies prosper. Neither should we." 
   
Made in us
Bonkers Buggy Driver with Rockets





Indianapolis, IN

 Kommisar Kyn wrote:
 Glitcha wrote:
Martel732 wrote:
 Glitcha wrote:
I've seen an entire unit of trukk boyz charge a riptide and kill them in a single turn with the riptide having FNP. Its all in the dice.


That's too improbable to be relied upon.


I would much rather fight a riptide in CC then have it shoot me.


Seconded. Even if all you have is grots near one, better to charge it and have a chance of denying them a turn of nasty retaliation shooting.


I actually don't use grots, unless they are on artillery pieces. I think its weak tactics when someone takes grots just as a tax unit so they can field bigger units. I'd much rather spend the points else where on a unit that can actually do something.

Armies:
The Iron Waagh: 10,000+ 8th Edition Tournament Record: 4-7-1
Salamanders: 5,000 8th Edition Tournament Record: 4-2
Ultramarines: 4,000
Armored Battle Company (DKoK): 4000
Elysians: 500
Khorne Daemons: 2500
 
   
Made in ru
!!Goffik Rocker!!






It means you can make your good things better instead of spending points on making weak stuff mediocre.
   
Made in gb
Furious Fire Dragon






Herefordshire

Grots have a few uses beyond paying the troop tax.
- Screens for mekgunz, footslogging boyz, or other stuff you want to protect from alpha strike shooting.
- sitting on objectives after your hard hitters have taken it so that they are free to go on and bash something else.
- eating overwatch before something else goes in, though arguably deffkopters do that better.
- a runtherd can be given a cheap grot prod which can be used like a weak powerklaw to deliver a throw away surprise death or glory on a tank shock (useless on anything Av12 or better though). Less situationally a grot prod means a grot squad can potentially damage light vehicles in cc something which most opponents will never expect. 10 grots + runtherd with grot prod is only 40pts.

This message was edited 1 time. Last update was at 2016/05/27 19:10:51


 
   
 
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