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![[Post New]](/s/i/i.gif) 2010/10/28 20:04:49
Subject: Tau 1000 pt
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Purposeful Hammerhead Pilot
Scotland
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It wasn't just night fighting, that is just what I concentrated on for davicus after my first few posts.
My second point was that you can move into positions better suited to see side armour or negate cover saves which can make a big difference during the turn. I also said can, which does not mean this will always apply but not every tank in front will be dead centre ahead of you so it makes it more likely that those few extra inches can make a big difference for it, or staying out of charge range for 1 more turn or even getting themselves behind cover in a pinch.
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~You can sleep when you're dead.~
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![[Post New]](/s/i/i.gif) 2010/10/28 20:18:26
Subject: Tau 1000 pt
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Water-Caste Negotiator
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syanticraven wrote:My second point was that you can move into positions better suited to see side armour
As far as I can tell, just from an army standpoint, most vehicles have front and side armor either 1 off or the same (land raiders, walkers, rhinos, monolith, etc). And as such, a s10 shot needing a 3 or a 4 is a bit of a difference, but not too bad. And as a few people have said. Run 2 teams of sides on opposite ends of the board. Front armor can't face both of em  and if the sides or tank are on even a slight incline your most likely to not grant cover anyways.
syanticraven wrote:or negate cover saves which can make a big difference during the turn
as i said:Run 2 teams of sides on opposite ends of the board. Front armor can't face both of em  and if the sides or tank are on even a slight incline your most likely to not grant cover anyways. Or if it's smoke, ignore em or use a few m.lights
syanticraven wrote:not every tank in front will be dead centre ahead of you so it makes it more likely that those few extra inches can make a big difference for it
a few extra inches helps something with a 72" range? Corner to opposite corner on a 4'x6' table is about 86", you hit over 90% of the board if you are on a hill, less if you have terrain blocking your view, which is why you run 2 teams that cover the others blind spot.
syanticraven wrote: or staying out of charge range for 1 more turn or even getting themselves behind cover in a pinch.
Personally that's why I prefer the mt to a.s.s., 3 plasma sides into a team of whatever within 12" is 9 shots with high s and low enough ap to kill a decent number of termies. And then when you get charged you have 2-4 shield drones that also have a 2+ save. Ya, they don't get to shoot for a few turns, but even if they die, it takes a turn or 2 so you can have a firing squad waiting for when it does.
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If Bruce Lee is advocate and does kick someone between the legs in a fight, why would I be to good to do it?
My fighting style: Hit em hard, hit em fast, hit em where it hurts, hit em where they can't see you or hit back.
It's funny how everyone wants their opponent list to be fun to play against and yet their own playlists are often tough as nails and impossible to modify.-Q'iq'el on ATT
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![[Post New]](/s/i/i.gif) 2010/10/28 20:31:35
Subject: Tau 1000 pt
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Purposeful Hammerhead Pilot
Scotland
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the weasel king wrote:syanticraven wrote:My second point was that you can move into positions better suited to see side armour
As far as I can tell, just from an army standpoint, most vehicles have front and side armor either 1 off or the same (land raiders, walkers, rhinos, monolith, etc). And as such, a s10 shot needing a 3 or a 4 is a bit of a difference, but not too bad. And as a few people have said. Run 2 teams of sides on opposite ends of the board. Front armor can't face both of em  and if the sides or tank are on even a slight incline your most likely to not grant cover anyways. syanticraven wrote:or negate cover saves which can make a big difference during the turn
as i said:Run 2 teams of sides on opposite ends of the board. Front armor can't face both of em  and if the sides or tank are on even a slight incline your most likely to not grant cover anyways. Or if it's smoke, ignore em or use a few m.lights syanticraven wrote:not every tank in front will be dead centre ahead of you so it makes it more likely that those few extra inches can make a big difference for it
a few extra inches helps something with a 72" range? Corner to opposite corner on a 4'x6' table is about 86", you hit over 90% of the board if you are on a hill, less if you have terrain blocking your view, which is why you run 2 teams that cover the others blind spot. syanticraven wrote: or staying out of charge range for 1 more turn or even getting themselves behind cover in a pinch.
Personally that's why I prefer the mt to a.s.s., 3 plasma sides into a team of whatever within 12" is 9 shots with high s and low enough ap to kill a decent number of termies. And then when you get charged you have 2-4 shield drones that also have a 2+ save. Ya, they don't get to shoot for a few turns, but even if they die, it takes a turn or 2 so you can have a firing squad waiting for when it does. I would quote again but im lazy. Point 1: a 3 or a 4 may not seem a much of a difference but that extra 1 points flips it over from a 50/50 chance. Point 2: This assumes your list runs 2 teams of Broadsides. Point 3: The inches dont make a difference if it is in range or not, but if it is hitting side armour or front armour - or even if they make a fatal mistake rear armour. Point 4: The MT does have a good argument going for it, same as TA and TL (although I usually take the TL on the team leader). Also, thank you I completely forgot shield drones get the 2+ armour save as well. I keep just thinking they only have an inv lol.
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This message was edited 1 time. Last update was at 2010/10/28 20:32:06
~You can sleep when you're dead.~
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![[Post New]](/s/i/i.gif) 2010/10/28 20:45:16
Subject: Tau 1000 pt
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Water-Caste Negotiator
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Now we are getting somewhere
syanticraven wrote:Point 1: a 3 or a 4 may not seem a much of a difference but that extra 1 points flips it over from a 50/50 chance.
True, I agree completely that it is much nicer, however, assuming the other player feels that a 72" s10 ap1 team is the worst threat for the tank, you are probably going to have them squaring off vs you. at even 12" away if you roll a 6 for movement you still wouldn't hit side armor. I find the best way to win is to assume your opponent is better than you and knows every trick in the book.
syanticraven wrote:Point 2: This assumes your list runs 2 teams of Broadsides.
Alright, run 1 team of sides (  ) and run some other anti tank to cover the sides blind spots, imo only 1 team of anti tank in the current metagame at even 1k points is a bad idea...
syanticraven wrote:Point 3: The inches dont make a difference if it is in range or not, but if it is hitting side armour or front armour - or even if they make a fatal mistake rear armour.
see response to point 1
syanticraven wrote:Point 4: The MT does have a good argument going for it, same as TA and TL (although I usually take the TL on the team leader).
Agree completely, although imo either drones or mt (although I have had many an argument with myself over this as they only are useful if the sides are targeted at med to close range) are the best support system for sides (not wargear of the team leader of course, gota have at least 1 hard wired tl, its a rule  )
syanticraven wrote:Also, thank you I completely forgot shield drones get the 2+ armour save as well. I keep just thinking they only have an inv lol.
Anytime, I'm too use to drones lol. It use to be for my old 1500pt lists, at least 500pts where just shield drones(Farsight, 7 fusion/plasma guard with mt and 2 drones apiece, thats 1 farsight, 7 marine/tank killing suits, and 14 shield drones deepstriking  ). True nothing ever died, but I didn't have enough firepower to win lol.
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If Bruce Lee is advocate and does kick someone between the legs in a fight, why would I be to good to do it?
My fighting style: Hit em hard, hit em fast, hit em where it hurts, hit em where they can't see you or hit back.
It's funny how everyone wants their opponent list to be fun to play against and yet their own playlists are often tough as nails and impossible to modify.-Q'iq'el on ATT
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![[Post New]](/s/i/i.gif) 2010/10/29 01:26:01
Subject: Tau 1000 pt
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Stealthy Grot Snipa
Right behind you. No, really.
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i am hearing SOOOOO many different points hear, does anyone have any lists? Automatically Appended Next Post: i am hearing SOOOOO many different points hear, does anyone have any lists?
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This message was edited 1 time. Last update was at 2010/10/29 01:26:12
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![[Post New]](/s/i/i.gif) 2010/10/29 02:10:47
Subject: Tau 1000 pt
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Regular Dakkanaut
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syanticraven wrote:No Im not saying you should take it. Just that it is a valid choice to take for my said reasons if you want to take it.
What's the logic then? Giving up something you know for sure grants you a better return and taking up the alternative just so you can do something different (unless you are talking about trying something for FUN, which is not the center of discussion here)?
I m bemused.
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![[Post New]](/s/i/i.gif) 2010/10/29 04:21:26
Subject: Tau 1000 pt
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Fixture of Dakka
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*steps lightly around the troll poo all over the place.*
Man, somebody has been feeding a troll. Eh, I've been guilty of that myself.
stompydakka wrote:i am hearing SOOOOO many different points hear, does anyone have any lists?
Stomydakka, at this point you don't need any of us to give you another list. You might fall into a trap of trying all kinds of lists and not getting any real consistency.
With Tau, there's a few reasonable builds/approaches. The thing is, select one, and start playing it. As you lose and win, you ought to make *minor* adjustments.
Then play, play, play some more.
If you're getting your ass handed to you for 12 straight games against the same Marine player, then your list should be changed, the general dakkaites consulted and we start with a clean slate.
For now, play this list, copied ( small alteration) from posts #6 & 7 of this thread:
stompydakka wrote:
shas'el - plasma rifle, fusion blaster, targettign array, HW multi tracker, HWDC, shielld drone, stimulant injector-122pts
Crisis Battlesuit-Team Leader PR, FB, HWMT, TA-77pts
Crisis Battlesuit-Team Leader PR, FB, HWMT, TA-77pts
Fire Warriors x 12, Team Leader, Bonded
Fire Warriors x 12, Team Leader, Bonded
kroot carnivoresx10
houndsx2
x2 HAmmerhead, railgun, SMS, dispod, multitrcker
With this added:
BrotherErekose wrote:Yeah, split 'em one more time as Phototoxin suggested, making the other suit a team leader with Target Array.
<---- that's the alteration I made along with Bonding the FWs. Re-check your points as I didn't. Maybe a FW has to get dropped here or there for the Team LEader upgrades.
PM me if ya like when you've failed, won or whatever.
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"You can bring any cheesy unit you want. If you lose. Casey taught me that." -Tim S.
"I'm gonna follow Casey; he knows where the beer's at!" -Blackmoor, BAO 2013
Quitting Daemon Princes, Bob and Fred - a 40k webcomic |
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![[Post New]](/s/i/i.gif) 2010/10/29 08:50:35
Subject: Tau 1000 pt
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Purposeful Hammerhead Pilot
Scotland
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He really should drop the MT on the Railgun unless he goes for Target Lock. Also that list you just posted is 978Pts so he has 22pts to spare. Brothererekose wrote: shas'el - plasma rifle, fusion blaster, targettign array, HW multi tracker, HWDC, shielld drone, stimulant injector-122pts Crisis Battlesuit-Team Leader PR, FB, HWMT, TA-77pts Crisis Battlesuit-Team Leader PR, FB, HWMT, TA-77pts Fire Warriors x 12, Team Leader, Bonded Fire Warriors x 12, Team Leader, Bonded 270pts kroot carnivoresx10 houndsx2 82pts x2 HAmmerhead, railgun, SMS, dispod, multitrcker [/I] 350pts I would suggest that 10 of those pts get used for Target Lock on the HH. The other 12pts on 2 more hounds. Those or A shield generator on the commander
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This message was edited 3 times. Last update was at 2010/10/29 09:07:12
~You can sleep when you're dead.~
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![[Post New]](/s/i/i.gif) 2010/10/29 20:36:54
Subject: Tau 1000 pt
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Stealthy Grot Snipa
Right behind you. No, really.
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ok thanks guys
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