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Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

Ricter wrote:
Saying you have until T3 before biker grav guns get in range is dreaming. Many of these bike lists are running Khan (which gives them all Scout). Between that and ignoring all difficult terrain, they can be literally on the edge of your deployment zone T1, before you've even taken a turn.

Yes, you can run a Kroot screen, but then they can just run Servo Skulls.

Outflankers are admittedly less of a threat, but depending on terrain density I wouldn't count on Interceptor spam really hindering them.


I'm sorry but... that's what happened. I put things in front of the Riptides and didn't shove them forward. So it's that simple really. The outflankers had Rail Rifles. they wrecked the bikes Grav guns (most of whom were protected from harm to the front by two super beefy 2+ armored bikers and their other buddies. He kind of intermixed them a little which was wise and so he did get some grav gun shots in and to good effect. But a 3+ invul usually handles the problem.

The synergy between outflankers and the Riptides is excellent. There is nothing that can REACH the Riptides in most games and what does reach them usually isn't enough to kill both.

I've been impressed.

Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

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Made in us
Road-Raging Blood Angel Biker





I didn't say that he would kill the Riptides, I said you are dreaming if you think they won't be in range at all for a full three turns. Big difference. Sure, you can theoretically hide them in the back of your deployment zone, but then your shots are going to be significantly limited unless you're playing on a board without terrain.

   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

That was me not him saying the 2-3 turn thing. And not everyone will be running white scars when they bring grav bikes, theyre literally the only platform for grav guns that make sense. Centurions are either way too expensive or too easy to take out before they can reach anything they want to reach (expensive being land raiders, too easy to take out being SNP hoofing it)

The Khan thing is a bike army perk, not a bike squad perk. taking him when you only have 1-2 bike units is kinda dumb.

This message was edited 1 time. Last update was at 2013/12/13 03:28:05


An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

Ricter wrote:
I didn't say that he would kill the Riptides, I said you are dreaming if you think they won't be in range at all for a full three turns. Big difference. Sure, you can theoretically hide them in the back of your deployment zone, but then your shots are going to be significantly limited unless you're playing on a board without terrain.


It doesn't matter what you said. My "significantly less" shooting is part of my strategy. I reserve half my force most games. So that doesn't phase me at all. Also my "significantly less" shooting involves two Riptides. Im just saying.

Hammer and Anvil deployment is also something you're probably not factoring in. Both it and Vanguard Deployment allow you quite a while to hide your stuff and the Riptides are VERY fast, moving 6+ 4D6 inches when they need to. staying away is what they do.

I am a Tau General who has enjoyed enormous success before and after the Riptides came and I am telling you "Limited" fire early on isn't any different than "limited fire" later on after you take casualties. I simply reverse the trend so that I always have superior position.

Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php 
   
 
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