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Made in us
Sneaky Sniper Drone




Hazelwood, MO

I'm haven't face a lot of imperial guard armies yet, so I am not sure how to best defeat them. Trading antitank fire is a basic and well and good principle, but what should my infantry be focused on? Should my infantry maintain a distant gun line, probably inside transports, or should I move forward and dump my fire warriors into cover and attempt to blast their infantry into crispy little bits? My Crisis Suits would certainly be up close and personal with the enemy as they are kitted to absolutely wreck a diverse array of foes. My Riptide, Hammerheads, and Railsides would be much further back, while my Vengeance Batteries would be placed to maximize firing lanes. What should I do with my infantry?

Valhallan Guard vs Tau. v  
   
Made in gb
Drone without a Controller




Tadcaster

A trick I like is 2 teams of 12 warriors with an ethereal so long as the warriors stay within 12" they can run and fire snap shots making them a great way to move between objectives and still kill guardsmen
   
Made in us
Sneaky Sniper Drone




Hazelwood, MO

I don't have an ethereal for that, but I do have devilfish transports to get them in for a dakka party. ESPECIALLY if I get infiltrators off of my warlord trait.

Valhallan Guard vs Tau. v  
   
Made in br
Fireknife Shas'el




Lisbon, Portugal

AM has orders to ignore cover, so killing those able to order it around (mainly CCS; dunno if a PCS can order it as well) must be killed ASAP.

You can reserve your troops to enter after he has positioned his, so you'll be able to counter his moves. If he expends AT fire against your Devilfishes, your heavier stuff will be able to kill with impunity. Oh, and markerlights. Without cover, AM infantry has nothing better than a 4+ with veteran guys and 5+ with everything else

Darkstrider confers Outflank to a unit he's joined with - put him inside a devilfish + FWs and get those bastards from behind!

AI & BFG: / BMG: Mr. Freeze, Deathstroke / Battletech: SR, OWA / Fallout Factions: BoS / HGB: Caprice / Malifaux: Arcanists, Guild, Outcasts / MCP: Mutants / SAGA: Ordensstaat / SW Legion: CIS / WWX: Union

 Unit1126PLL wrote:
"FW is unbalanced and going to ruin tournaments."
"Name one where it did that."
"IT JUST DOES OKAY!"

 Shadenuat wrote:
Voted Astra Militarum for a chance for them to get nerfed instead of my own army.
 
   
Made in us
Stubborn Dark Angels Veteran Sergeant





broadsides and crisis suits with missile pods man. those things kill anything. well, except AV14.

 Wyzilla wrote:

Because Plague Marines have the evasion abilities of a drunk elephant.


Burn the Heretic
Kill the mutant
Purge the Unclean 
   
Made in us
Sneaky Sniper Drone






Its difficult to say exactly what to do against guard just because they can do a few different builds fairly well.
If he's running blob guard, then spamming pulse fire, submunition rounds w/ HH, and riptides.
If he's spamming tanks then fusion gun toting suits and railgun hammerheads.

IMO NEVER leave your fire warriors on foot against guard. His leman Russ and artillery will eat them alive inside of two turns.

 
   
Made in us
Longtime Dakkanaut




LongStrike becomes a bargain against Guard, between the Tank Hunter and PE(IG Tanks). Just don't forget the submuntions.
   
Made in us
Hurr! Ogryn Bone 'Ead!




over there

Here is a list of quick tips and ideas:

i know the power of deepstiking crisis suit and the way i counter deepstrike as ig, i simply fill my dz with dudes and leave no room for deepstrikes. Dont rely on that to get him, he will catch on (assuming the hypothetical guard player is a male) and use that.

Any way to get more shots of is good.

Try to anticipate cheap decoy and sacrifice units, like sentinels and infantry squads outside of blobs. Dont divide your fire too much.

Dont fire at many targets at once, destroy one or two at a time, and concentrate fire on orders giving squads.

Dont forget a platoon command squad has objective secured.

If he runs mech twin linked fusion blasters work wonders.

Dont forget if he runs blob guard you need something to do during his deployment and movement, i suggest reading atlas shrugged, war and peace, or the king james bible.

He has cheap psykers, simply presicion shot them with wargear or ignore them.

This message was edited 1 time. Last update was at 2014/07/21 21:09:49


The west is on its death spiral.

It was a good run. 
   
Made in us
Monstrous Master Moulder




Cleveland, Ohio, USA

Markerlight to remove cover, SMS already ignore cover. So those are your tools for digging out entrenched units.

Commander with Puretide chip with a group of Heavy Rail Rifle broadsides will ruin leafblower lists. Give target lock to them for shiggles.

A riptide out of the Enclaves supplement with the Earth Caste array on a Heavy Burst Cannon is a threat to everything. Stack it with Stim injectors for a pain of a unit to deal with that can kill just about anything.

Longstrike in a Hammerhead. Built to fight IG armor. Make sure you park him in cover and buy disruption pods so you don't have to jink.

Fire warriors win against Guardsmen unless he's running blobs with autocannons. Use with Ethereals for maximum effect, but Missilsides are generally better.

They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines, and they shall know no fear. 
   
Made in us
Longtime Dakkanaut




 obsidiankatana wrote:


Longstrike in a Hammerhead. Built to fight IG armor. Make sure you park him in cover and buy disruption pods so you don't have to jink.

.


Sensor spines are great add on for this, given the skimmers move through cover
   
Made in us
Pyromaniac Hellhound Pilot





killeen TX

I am an IG/AM player. I'm not sure what yur list is, but, if yur opponent asks "what unitshave marker lights", you can bet they will be early targets. Tau is a great army, but without marker light support, they drop fast.

Have multiple fire marker squads. Don't worry about thevassaulthase, something the IG/AM don't exceed we'll at (other than ogryn/ bullgryn).

javascript:emoticon(''); 3,000 pointsjavascript:emoticon('');

2,000 points

265 point detachment

Imperial Knight detachment: 375

Iron Hands: 1,850

where ever you go, there you are 
   
Made in us
Sneaky Sniper Drone




Hazelwood, MO

My list:
Troops
2 Fire Warrior teams with 8 guys and a markerlight equipped sergeant. Haywire Grenades.
1 Fire Warrior team with a markerlight sergeant and 5 regular guys. Haywire Grenades.
2 dedicated Devilfish with smart missile systems, blacksun filter, d-pod, point defence relay, sensor spiness, and 2 seeker missiles for putting some turn one hull points on enemy light vehicles.
1 Crisis team with 6 gun drones. The shas'vre takes a missile pod and plasma rifle. Two shas'ui are equipped with a plasma rifle and fusion blaster each. All crisis suits have shield generators.
1 Broadside team with 6 missile drones and 3 suits. All have heavy rail rifles and velocity trackers, as well as smart missile systems. One is a Shas'vre.
1 Crisis Commander with 2 gun drones. He is armed with a fusion blaster and plasma rifle. He is protected by a shield generator, iridium armor, and a stim injector. He has a Puretide Chip, and a systems jammer.
1 Riptdie with a velocity tracker and stimulant injector. Is equipped with an ion accelerator and twin-linked fusion blaster.
2 Hammerheads with Railguns and submunitions. One is piloted by longstrike, the other takes a blacksun filter and point defence relay. Both have sensor spines and disruption pods.
1 Vengeance weapon battery with two battle cannon buildings

The troops are versatile in that they can provide an occasional markerlight hit to provide some light buffs as needed, while still bringing the dakka. They also can use emp grenades to assault enemy heavy vehicles and I think fortifications? The smaller squad remains towards the front as a distraction and markerlight support unit, while the others use transport to be wherever and whatever I need from them. The crisis team can kill pretty much anything I need dead and can deploy in a variety of fashions, preferring to deploy using infiltrator off of a warlord trait, then being on table, then deepstrike if a viable option based on the enemy (my good friend leaves most of his board half open by using metal bawkses for his chaos marines). The crisis commander can kick some serious tail by either leading the vanguard or babysitting the broadsides for tankhunter and an emergency buffer to enemy assault units. The riptide mainly eliminates infantry blobbs, meqs, and vehicles, deploying in the same fashion as my crisis and commander. I loath to use the nova cannon due to a 44% chance of it failing to activate, but the fusion blasters make for a nice Desert Eagle to the face kill.
The hammerheads kill whatever needs to die IMMEDIATELY, mostly land raiders, vindicators, and the occasional lucky to be alive still basilisk. They mostly stay on the back table edge unless the enemy is without armor, in which case they get within 30" for sms/canister shell blob breaking.
The Vengeance weapon batteries are placed as path blocking or wherever they have a good line of sight to fire from. They serve as a tough to kill decoy and will shoot anything that gets closer to my long range support units. Against guard they would mostly likely just spit out pie plates whose only salvation would be cover saves against guardsman blobs, or put random hull points on close enough enemy vehicles that weren't russes. Against guard the template is most likely going to hit something on the enemy team, be it the original target or not.

This message was edited 1 time. Last update was at 2014/07/22 04:32:40


Valhallan Guard vs Tau. v  
   
Made in us
Hellion Hitting and Running






Here is what I look for when I am playing against IG.

What has av12 front armor? Wyverns, basilisks and manticors, hellhounds and vendettas. These usually very important to kill FAST. All your missiles need to go into these, every turn until they are dead.

Where are the commands coming from? Anything that is not able to kill av12 should be shooting at this unit. This is where your first round of markerlights should be going, as with 2 markerlights even our weakest guns mow down the guardsmen at alarming rates.

Are the guardsmen moving? If they are not moving, because they have heavy weapons and are behind a defense line, start plowing forward to hold as much ground (and objectives) as possible. If they are moving, try to block off where they are going. Most guardmen can not hurt a riptide in combat so use them as road blocks. If they have a unit full of poweraxes, priests and conscripts, avoid it with your thrust moves and take pot shots to whittle it down.

Can I deal with this AV 14? I personally run 3 suits with fusion blasters and farsight. They can drop down anywhere, with no scatter and take out any tank. They are almost guaranteed to kill one tank and usually make their points back and then some. A leman russ does not stand a chance and with targetlocks you can take down two the turn you drop in. But really any deep striking suit, can kill the back armor of a leman russ, figure out how to get behind those iron walls and kill the russes.
   
Made in us
Sneaky Sniper Drone




Hazelwood, MO

I've found hammerheads to be a nice way to kill just about anything. Since 7th they went down a notch in the ability to kill, but 2/6 of the time they cripple an enemy vehicle, and 2/6 of the time it explodes. The odds of penning are also nice. They can put hurt out on av14 from a safe distance and are hard to kill. They are absolute overkill if I need it to wipe that one last artillery piece off the table, and can unblob guardsman pretty fast...

Also, sub out the small fireteam for a cadre fireblade with two markerlight drones. The squad is easy to kill, but provides a nice distraction that if not dealt with spits out 1-2 markerlight hits per turn.


Automatically Appended Next Post:
(Funny anecdote, when I first started playing the only game I won in one of my tournaments was against a guard player. It was 250 points with allied chart. I took a fireblade and some grunts with a hammerhead. The hammehead lost its gun to his guard blob after killing one of his lascannons, but killed the heck out of him with smart missiles. My infantry drank tea until the end, where they rushed the enemy deployment for objective secured. )

This message was edited 1 time. Last update was at 2014/07/22 07:41:33


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