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Made in us
Krazed Killa Kan






State of Jefferson

Is their a way for my weary boys to assault a Castled tau contingent a la 2x(12 warriors+tank)? If a charge w 2 or more30x mobs do they only get to mass overwatch against one mob?!
   
Made in us
Longtime Dakkanaut





Gulf Breeze Florida

He can only overwatch once per turn per unit when he is being assaulted, supporting fire just let's him overwatch for nearby units, except longstrike. He can overwatch as often as he pleased.



 
   
Made in us
Decrepit Dakkanaut






New Orleans, LA

As lur says, even though they can support other units with overwatch, individual units can only overwatch once per assault phase.

Set up multiple assaults when you can. Make them pick which unit to shoot.

DA:70S+G+M+B++I++Pw40k08+D++A++/fWD-R+T(M)DM+
 
   
Made in us
Krazed Killa Kan






State of Jefferson

Grim.
   
Made in us
Drew_Riggio




This is an unwinnable scenario designed to test how you handle defeat.
   
Made in us
Legendary Master of the Chapter






Stay outside of 15" and grab objectives. hug cover or better LOS blockers. thats about it

good luck


 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Pyro Pilot of a Triach Stalker





Somewhere over the rainbow, way up high

I would invest in a trukk or something like that, with nobs in it, it'll tie up his shooting until you are in a better position if you are smart about it?

I dont play orks however...soo....take with salt

Bedouin Dynasty: 10000 pts
The Silver Lances: 4000 pts
The Custodes Winter Watch 4000 pts

MajorStoffer wrote:
...
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum. 
   
Made in us
Flashy Flashgitz






New Jersey

The quick answer is yes, if you want to eliminate mass fire from over watch is to assault with multiple units.
Overwatch is snapfire so they will only hit on 6's, for Orks this usually doesn't change anything. BUt with an armies that rely on their high BS to hit, it really lowers their effectiveness. But large units of Orks, can survive most overwatch and even survive for a bit in melee.
You have to declare all the units assaulting in a single turn. Your opponent will have their choice of which unit to overwatch a true green tide list wont matter which unit they shoot at. If you can wait a turn, a unit already engaged in melee can't overwatch or be targeted in the shooting phase. This gives you the opportunity to bring in another unit. Assaulting vehicles (except walkers) is a different story since vehicles can't overwatch, they don't need to stay in melee and unless the vehicle is completely surrounded or can't tank shock it can just move out of melee. The good news is you can move an inch away from the vehicle shoot it and then charge every turn.

The good news about Tau is they are shooting strong, but melee weak. They are vehicle strong as well. Green Tide will give them a run for their money, but they have a lot of ignore cover so the KFF and Terrain will be useless and you will basically have to Footslog the Green Tide army without this protection and all the hindrance of moving through Terrain.

Not loud, on fire, or explodin' yer doin' et wrong  
   
Made in kr
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Actually its not simo, you declare one unit at a time. If he doesnt overwatch and you make the charge and then charge with another unit, he still cant overwatch because hes in combat now. That particular unit though, supporting fire is triggered anyway if they havent fired yet.

Mulit-prong assault is best. If you have 2 20man blobs (im assuming a few casualties to get into position so im not saying 30) he can only fire a few at both, or ignore one and try to hammer the other. Just one of those boy blobs will bring the hurt, but if its just one blob his entire overwatch will almost guarantee you wont get that charge unless you were right in his face already.

This is why i prefer to out maneuver rather than bunker down. I do not fear a single unit, of any type, approaching my gunlines. Any 2 can cause severe issues though.

A full 30 boy blob should still get into combat but odds are it wont be full strength by the tim its able to charge

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
Flashy Flashgitz






New Jersey

Vinehart, you are correct, it's not Simo. But Orks do not expect to be at full when they charge even 1/2 strength can still put a damper in Tau's day, especially if there are more than 2, if the first unit goes down or is removed, the next will just have more to attack on the charge with.

Not loud, on fire, or explodin' yer doin' et wrong  
   
 
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