Generally I attempt to rush him and get into close combat asap, as attempting to outgun tau at range is a bad idea.
Deploy rhino as close as I can or if i go first somewhere in the middle.
Have predator camp an objective and hit the riptide and crisis with all it has.
Drop in drop pod within grey hunters rapid fire range of fire warriors and hope enough survive interseptor attack's and the fire warriors next turn's attacks to do some damage in the assault the next turn.
Rune priest is in the pod, generally biomancy powers to weaken of kill a few tau.
Automatically Appended Next Post:
skolirvarden wrote:Tactics are an important consideration here; your arrangement might work well if you play it differently.
Straight off the top, I would consider adjusting your
GH squads. You've got all your upgrades on a single squad-any time someone dies, you're losing quite a bit of utility. The extra attacks from
CCW weapons can be handy, but I would reduce the number (see below) or put them on the second squad-first squad hunts the heavy stuff with the melta, second squad deals with the infantry. That way they support one another.
Alternatively (and what my first play would probably be); lose 5 of the
CCW and give your second
GH squad a melta as well to help put down the armour, or a plasma gun to let you tear up armour and infantry alike (at the risk of gets hot).
The Pred.....seems odd. You've got it kitted out for 2 different duties; the las giving it vehicle popping ability and the bolters letting you tear infantry apart. You might have more success focussing it on one task, or otherwise just be clever with your tactics-you could use it to support whichever
GH squad is in need of assistance in any given turn, I suppose, with middling efficiency.
One key to playing Marines (I play
IH and Wolves) is remembering that based on their stats, they're adequate at most tasks. Adequate, not fantastic, generally speaking. It's the kit you put in the squad that makes them actually 'good' at one particular thing, with the ability in a pinch to take over other roles as need be. Your first
GH squad can't be popping vehicles/armour and fighting infantry at the same time, so spread the kit out a bit and make your second squad more useful
Thanks for the reply it cam though halfway though my tactics reply.
Ive had a think about it myself and I have a few ideas, yeah the bolters didnt do much to the riptide so upgrading them to lascannons is a pretty good idea.
Might drop the priest and a few hunters from the pod and swap out the melta for a flamer, and a loose few chainswords on the front few who are likely to die and focus that squad on anti infantry, and move the priest and hunters into the rhino and give them a melta and hunt the crisis and riptide with those.
What do you think of death wind miasile launcher on the pod for the s5 large blast, into a group of fire warriors.