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![[Post New]](/s/i/i.gif) 2012/08/21 22:57:29
Subject: 6th ed Tau Tactica & review
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Legendary Master of the Chapter
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IHateNids wrote:Im primarily a necron player, so i can tell you what is wrong with tactics you post up, and help you improve upon them if you want?
I would love It if you could share your wisdom on this matter as I still cant beat necrons lol
(My current tactic is to score as many secondary objectives as possible in the first few turns then move up and hold ground, but I always lose out to attrition as they march forwarder over all the objectives)
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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!
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![[Post New]](/s/i/i.gif) 2012/08/21 23:00:55
Subject: 6th ed Tau Tactica & review
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Proud Triarch Praetorian
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Yeah, go for the objective as late as possible. Most necron armies that i field/ have played against. are too slow to reclaim a lost objective late in the game. Unless your opponant runs Wraithwing.
By all means go for secondarey objectives, but dont overextend. An isolated unit is a dead unit (no brainer)
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Experience is something you get just after you need it
The Narkos Dynasty - 15k
Iron Hands - 12k
The Shadewatch - 3k
Cadmus Outriders - 4k
Alpha Legion Raiders - 3k |
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![[Post New]](/s/i/i.gif) 2012/08/21 23:15:41
Subject: 6th ed Tau Tactica & review
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Legendary Master of the Chapter
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IHateNids wrote:Yeah, go for the objective as late as possible. Most necron armies that i field/ have played against. are too slow to reclaim a lost objective late in the game. Unless your opponant runs Wraithwing.
By all means go for secondarey objectives, but dont overextend. An isolated unit is a dead unit (no brainer)
thanks for the advice. i tend to grab first blood and kill the warlord prtiy fast with 72" rail volleys on turn one  so no need to worry about isolated units
he runs alot of ccb/a barge and ghost arks and deathmarks with the redeepstriking cryptec, especally at below 1000 points
( i would of tied my last game if it wasnt for the fact that it was big guns never tire and him killing all my broadsides  )
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This message was edited 1 time. Last update was at 2012/08/21 23:16:19
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!
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![[Post New]](/s/i/i.gif) 2012/08/22 05:22:45
Subject: 6th ed Tau Tactica & review
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Innocent SDF-1 Bridge Bunny
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SirNamTaey wrote:
My friend plays them that way (Gun Drones maxed out) but I have never seen it actually played out.
However, do the gun drones benefit from Stealth and Shrouded?
The Stealth and Shrouded rules are like the Night Vision rule - only one model in a squad needs to have them for the whole squad to benefit from it.
Gun drones plus stealth suits would make pretty good anti-infantry units because you have the awesome cover saves (and 3+ armour saves while you're at it), a lot of 18" shooting at good strength, pinning from the drones, and you can jet away in the assault phase because the drones count as jetpack infantry as well.
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So many games, so little time.
So many models, even less time.
Screw it, Netflix and chill. |
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![[Post New]](/s/i/i.gif) 2012/08/22 07:41:43
Subject: 6th ed Tau Tactica & review
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Fireknife Shas'el
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Yes, they do benefit; you only need one model in the unit to confer the ability to the whole lot under 6th. A lot of the USRs work that way now, it makes characters with them great for joining other units; hence the large discussion (& desperately needed FAQ) for vectored retro- thrusters.
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![[Post New]](/s/i/i.gif) 2012/08/22 14:31:19
Subject: 6th ed Tau Tactica & review
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Focused Fire Warrior
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SirNamTaey wrote:In regards to Broadsides, I personally have stopped taking them.
Yes they are awesome and relatively cheap but in the end, they are susceptible to close combat and are less mobile than the Hammerhead.
Not to mention the loss of the beautiful blast template.
I'd much rather have my Hammerheads with Tetra support soak up firepower while blasting both armor and infantry which in turn provides a much needed distraction for my deepstriking Crisis Suits.
Different local metagames garner different results. I have yet to have a hammerhead actually do any damage where my broadsides tend to wreck stuff hard. I'm experimenting with TL Plasma Rifles so they can add on some increased MEQ/ TEQ kill capability.... again, for my local metagame.
In regards to Stealth Suits, with the new ruleset, they could be very good. Has anyone found a good way to run them?
I was speculating on a Kroot spikestrip in front of some sooped-up Stealth Suits infiltrating combo so they can grab a 2+ cover save.
I personally run two teams of six stealth suits, one team with two fusion, other all bust. All with targeting arrays. The idea is to quickly get behind enemy lines and eat up their important long-range units. Burst cannons can kill most vehicles when hitting in the rear and the sheer number of forced saves firing at MEQ will tear a unit up at 18".
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![[Post New]](/s/i/i.gif) 2012/08/22 15:11:04
Subject: 6th ed Tau Tactica & review
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Nurgle Predator Driver with an Infestation
Dover
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If 1 model has stealth and/or shrouded then that is conferred to the whole unit.
The hammerhead is nice, but not for single shot railgunning, more or less the template. I think tau need each shot to hit as they dont have much else to counter a land raider, so each railgun shot is precious if you know what i mean, which is why i prefer broadsides for the anti-tank side of things.
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W/L/D = 23/0/0 (6th/5th)
W/L/D = 17/0/0 (6th) |
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![[Post New]](/s/i/i.gif) 2012/08/23 00:16:41
Subject: 6th ed Tau Tactica & review
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Innocent SDF-1 Bridge Bunny
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YotsubaSnake wrote:
Different local metagames garner different results. I have yet to have a hammerhead actually do any damage where my broadsides tend to wreck stuff hard. I'm experimenting with TL Plasma Rifles so they can add on some increased MEQ/ TEQ kill capability.... again, for my local metagame.
The interesting thing there is... do you give them Stabilization so that you can fire the railguns on the move, or do you give them Multitrackers so that they can snap-fire the rails as well as the plasmas?
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So many games, so little time.
So many models, even less time.
Screw it, Netflix and chill. |
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![[Post New]](/s/i/i.gif) 2012/08/23 01:12:18
Subject: Re:6th ed Tau Tactica & review
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Human Auxiliary to the Empire
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Mickey, why choose? Put a Fireknife /w Irid armor, 2 shield drones, and ASS into a 3 man broadside squad. Profit.
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![[Post New]](/s/i/i.gif) 2012/08/23 02:34:25
Subject: 6th ed Tau Tactica & review
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Innocent SDF-1 Bridge Bunny
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Yikes... thats about 400 points...
...but thats a lot of ranged devastation, too.
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So many games, so little time.
So many models, even less time.
Screw it, Netflix and chill. |
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![[Post New]](/s/i/i.gif) 2012/08/23 05:44:13
Subject: Re:6th ed Tau Tactica & review
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Fresh-Faced New User
Canberra, Australia
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I'm curious, If only one model needs to have the ability for it to be conferred to the rest of the unit does this apply for Multitrackers? Or is it only for USR's?
I'd assume it's only USR's but i thought i'd ask
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![[Post New]](/s/i/i.gif) 2012/08/23 07:00:05
Subject: 6th ed Tau Tactica & review
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Nurgle Predator Driver with an Infestation
Dover
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I did this a while ago, still not sure if hit and run bit works tho.
Shas’el /w Plasma Rifle + Vectored Retro Thrusters + Fusion Blaster /w HW MT – 97
Shas’el /w Plasma Rifle + Fusion Blaster + MT + Iridium Armour + Stimulant Injector + 2x Shield Drones – 147
3x Broadsides /w 3x MT + 3x T/L Plasma Rifle + Team Leader /w BSF + 2x Shield Drones – 288
8x 2+ Armour Saves
1x FNP
4x 4+ Inv Saves
10 Plasma Shots
3 Railgun Shots
2 Fusion Shots
Hit and Run on Squad
Night Vision on Squad
532
That squad eats paladins, markerlights would just further its OPness. (Fusion Blasters are there for instant deathing space marines hq's and being another low ap weapon, in order to maximise terminator deathing).
Downside of this squad is S8 templates :(
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This message was edited 2 times. Last update was at 2012/08/23 07:01:06
W/L/D = 23/0/0 (6th/5th)
W/L/D = 17/0/0 (6th) |
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![[Post New]](/s/i/i.gif) 2012/08/23 08:02:40
Subject: 6th ed Tau Tactica & review
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Proud Triarch Praetorian
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With that many 2+ armour saves, you are going to survive by almost all odds. The only S=<8 AP=>2 templates come from things you can reliably pop turn one, assuming you go first.
IE, Medusas. IIRC front armour is 11, so its a case of glance or pen. AP1 is +2 so its a 4+ to destroy it. DDAs are S9 AP1 pie, but have the same range as you. So if they can shoot so can you. Also, chances are you have a board where everything is in range, so the IG 240" serve no purpose, they are still getting hit and exploded ~50% of the time.
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Experience is something you get just after you need it
The Narkos Dynasty - 15k
Iron Hands - 12k
The Shadewatch - 3k
Cadmus Outriders - 4k
Alpha Legion Raiders - 3k |
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![[Post New]](/s/i/i.gif) 2012/08/23 08:07:33
Subject: Re:6th ed Tau Tactica & review
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Innocent SDF-1 Bridge Bunny
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Rotwik wrote:I'm curious, If only one model needs to have the ability for it to be conferred to the rest of the unit does this apply for Multitrackers? Or is it only for USR's?
I'd assume it's only USR's but i thought i'd ask
It depends on the USR - some of them specifically call out that only one member of the squad needs to have it. Have a look in your rulebook, and at the Tau FAQ to work it out.
re: Sticking a Commander with Adv. SS in a Plasma Broadside unit - one slight issue with the Slow and Purposeful rule is that you can't fire Overwatch, so bear that in mind if you're moving up into charge range.
...on the other hand, it does say you can Assault after firing heavy weapons, so if you're feeling lucky...
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![[Post New]](/s/i/i.gif) 2012/08/23 08:59:31
Subject: 6th ed Tau Tactica & review
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Nurgle Predator Driver with an Infestation
Dover
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Yes, however it says in the tau rulebook that each model must be equipped to use it, so regardless of whether it transfers, the item giving the rule adds the need for others to be equipped - you can't just ignore something, thats cheating!
Multi-trackers dont confer any rule, it does what it says and it says per model.
Guard vehicle armour is easy:
Chimera Chassis - F12 S10 R10
Leman Russ Chassis - F14 S13/12 R10
Vendetta Chassis - F12 S12 R10
Armoured Sentinel is F11 S10 R10 i think
Norm Sentinel is 10s all round
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This message was edited 1 time. Last update was at 2012/08/23 08:59:55
W/L/D = 23/0/0 (6th/5th)
W/L/D = 17/0/0 (6th) |
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![[Post New]](/s/i/i.gif) 2012/08/23 16:54:28
Subject: 6th ed Tau Tactica & review
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Focused Fire Warrior
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Micky wrote: YotsubaSnake wrote:
Different local metagames garner different results. I have yet to have a hammerhead actually do any damage where my broadsides tend to wreck stuff hard. I'm experimenting with TL Plasma Rifles so they can add on some increased MEQ/ TEQ kill capability.... again, for my local metagame.
The interesting thing there is... do you give them Stabilization so that you can fire the railguns on the move, or do you give them Multitrackers so that they can snap-fire the rails as well as the plasmas?
I have not gotten a chance to actually field these yet, but I made the decision after a few games of watching my boradsides get chewed up by MEQ from close range and I became tired of Smart Missiles doing nothing and railguns only taking out one dude at a time. The doubletap AP2 at close range (when they deepstrike or plan to charge) just seems so much better. If you have a team of 3 broadsides, then you have 6 shots at 12". Normal shooting has it rounding out aproximately 4-5 armor ignoring wounds and overwatch sees at least 1-2. Way more than SMS can hope to do with AP5.
I'm going to run targeting arrays in my first outing with them this weekend. I will see how well a team of 3 can handle the new role of being a dakkastar of AP1/AP2 weapons and report back. I just want to make sure they hit and hit hard!
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![[Post New]](/s/i/i.gif) 2012/08/23 22:24:04
Subject: 6th ed Tau Tactica & review
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Innocent SDF-1 Bridge Bunny
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Let us know what happens with these various builds =)
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So many games, so little time.
So many models, even less time.
Screw it, Netflix and chill. |
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![[Post New]](/s/i/i.gif) 2012/08/24 00:28:27
Subject: 6th ed Tau Tactica & review
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Disbeliever of the Greater Good
Here
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Orkaswampa wrote:Yes, however it says in the tau rulebook that each model must be equipped to use it, so regardless of whether it transfers, the item giving the rule adds the need for others to be equipped - you can't just ignore something, thats cheating!
 That is something I'd love to say to my opponent.
He/she would never play me again but it'd be worth it.
I am also interested in the effectiveness of TL Plasma Rifles on Broadsides, do keep us informed.
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No. |
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![[Post New]](/s/i/i.gif) 2012/08/24 17:44:43
Subject: 6th ed Tau Tactica & review
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Nurgle Predator Driver with an Infestation
Dover
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Go to the earlier pages of this article and there is a double shas' el tripe broadside death star  i love it.
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W/L/D = 23/0/0 (6th/5th)
W/L/D = 17/0/0 (6th) |
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![[Post New]](/s/i/i.gif) 2012/08/24 23:47:26
Subject: 6th ed Tau Tactica & review
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Annoyed Blood Angel Devastator
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Can you put ASS on one Broadside in a team and have it affect the unit (second Broadside)? In my Big Guns Never Tire scenerio tomorrow it would be nice to kit one of my two Broadsides with this so they could move towards objectives or move a bit if needed and still fire at full BS.
I'm loving the effects of the VRT suit with my stealth team when the get assaulted by angry marines!
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Armies I field - Tau, Dark Angels, Necrons, Blood Angels |
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![[Post New]](/s/i/i.gif) 2012/08/24 23:51:26
Subject: 6th ed Tau Tactica & review
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Assassin with Black Lotus Poison
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Ministry wrote:Can you put ASS on one Broadside in a team and have it affect the unit (second Broadside)? In my Big Guns Never Tire scenerio tomorrow it would be nice to kit one of my two Broadsides with this so they could move towards objectives or move a bit if needed and still fire at full BS.
I'm loving the effects of the VRT suit with my stealth team when the get assaulted by angry marines!
No. If one XV88 takes ASS then the others in the team have to take it too, it's in the wargear entry.
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The Laws of Thermodynamics:
1) You cannot win. 2) You cannot break even. 3) You cannot stop playing the game.
Colonel Flagg wrote:You think you're real smart. But you're not smart; you're dumb. Very dumb. But you've met your match in me. |
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![[Post New]](/s/i/i.gif) 2012/08/25 01:34:02
Subject: 6th ed Tau Tactica & review
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Huge Hierodule
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Ministry wrote:Can you put ASS on one Broadside in a team and have it affect the unit (second Broadside)? In my Big Guns Never Tire scenerio tomorrow it would be nice to kit one of my two Broadsides with this so they could move towards objectives or move a bit if needed and still fire at full BS.
I'm loving the effects of the VRT suit with my stealth team when the get assaulted by angry marines!
How do you equip your stealth team escort suit?
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Been out of the game for awhile, trying to find time to get back into it. |
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![[Post New]](/s/i/i.gif) 2012/08/25 02:14:59
Subject: Re:6th ed Tau Tactica & review
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Warplord Titan Princeps of Tzeentch
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Micky wrote:
Rotwik wrote:I'm curious, If only one model needs to have the ability for it to be conferred to the rest of the unit does this apply for Multitrackers? Or is it only for USR's?
I'd assume it's only USR's but i thought i'd ask
It depends on the USR - some of them specifically call out that only one member of the squad needs to have it. Have a look in your rulebook, and at the Tau FAQ to work it out.
re: Sticking a Commander with Adv. SS in a Plasma Broadside unit - one slight issue with the Slow and Purposeful rule is that you can't fire Overwatch, so bear that in mind if you're moving up into charge range.
...on the other hand, it does say you can Assault after firing heavy weapons, so if you're feeling lucky... 
Fun quirk with the Adv. SS I just noticed.
It only gives SnP if you chose it do in your movement phase, and it only lasts for the duration of the turn, so if I read it correctly-it might not prevent you from overwatch, as the turn is already over.
EDIT: re-read the rulebook section about it to be sure (page 9, "GAME TURNS AND PLAYER TURNS", turns out I am right! it is "player turn" because it is not otherwise stated.
So, in fact, the Adv. SS NEVER stops you from overwatching, and is therefor much better then we thought on broadside squads! (though still expensive and steals the hardpoint.)
Did we just invent a Broadside Deathstar?
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This message was edited 6 times. Last update was at 2012/08/25 02:25:02
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![[Post New]](/s/i/i.gif) 2012/08/25 08:02:53
Subject: 6th ed Tau Tactica & review
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Proud Triarch Praetorian
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We invented a Braodside DakkaStar. With the usual of a HW DC and HW MT on the Team leader, you have a unit with 5x 2+, 2x 4++, 3x TL Railguns, 3x TL Plasma Rifles.
Good Overwatch there.
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Experience is something you get just after you need it
The Narkos Dynasty - 15k
Iron Hands - 12k
The Shadewatch - 3k
Cadmus Outriders - 4k
Alpha Legion Raiders - 3k |
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![[Post New]](/s/i/i.gif) 2012/08/25 14:44:47
Subject: 6th ed Tau Tactica & review
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Assassin with Black Lotus Poison
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Then you just hide a Farseer at the back if you get the first numbered power from Divination and laugh if anyone tries to assault it.
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The Laws of Thermodynamics:
1) You cannot win. 2) You cannot break even. 3) You cannot stop playing the game.
Colonel Flagg wrote:You think you're real smart. But you're not smart; you're dumb. Very dumb. But you've met your match in me. |
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![[Post New]](/s/i/i.gif) 2012/08/25 17:38:55
Subject: 6th ed Tau Tactica & review
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Nurgle Predator Driver with an Infestation
Dover
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For like the billionth time i'll post the broadside deathstar made earlier in the thread, so you may all marvel
Shas’ el /w Plasma Rifle + VRS + Fusion Blaster /w HW MT – 97
Shas’ el /w Plasma Rifle + Fusion Blaster + MT + Iridium Armour + Stimulant Injector + 2x Shield Drones – 147
3x Broadsides /w 3x MT + 3x T/L Plasma Rifle + T/L /w BSF + 2x Shield Drones – 288
8x 2+ Armour Saves
1x FNP
4x 4+ Inv Saves
10 Plasma Shots
3 Railgun Shots
2 Fusion Shots
Hit and Run on Squad
Night Vision on Squad
532
You can take a Cyclic or AFB or Missile pods on HQ in place of fusion blaster if you wish.
It kills 7.8 tactical marines on average, or 7.8 terminators, it can also instant death 5 paladins. The tough hq stands in front of the squad. 2 More shield drones can also be added to the weaker HQ.
DEY CAN SEE IN DA DARK, and fit in cover. The biggest threat to the squad is demolisher cannons, so stay stationary and triple railgun them turn 1, otherwise the only thing that wont get a save against a battle tank is the weaker hq, the others have a 2+ so should be fine.
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This message was edited 2 times. Last update was at 2012/08/25 17:40:21
W/L/D = 23/0/0 (6th/5th)
W/L/D = 17/0/0 (6th) |
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![[Post New]](/s/i/i.gif) 2012/08/25 21:11:55
Subject: Re:6th ed Tau Tactica & review
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Warplord Titan Princeps of Tzeentch
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And as I attempted to say, due to a (probably unintended) quirk of the Adv.SS it only effects the player's own turn, so you can put on on the second 'el instead of the MT and give him a HWMT, making the entire unit able to move, shoot and change freely while still being able to overwatch as normal.
I say its quite a big improvement, turning that deathstar mobile means its a serious threat, and you cant just hide or walk away.
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can neither confirm nor deny I lost track of what I've got right now. |
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![[Post New]](/s/i/i.gif) 2012/08/26 02:45:01
Subject: 6th ed Tau Tactica & review
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Focused Fire Warrior
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I find the deathstar builds interesting, but they don't mesh with my playstyle. I finally got to hold a game with TL PR broadsides and they were SPECTACULAR.
Sure, if you have all these other things to make a death star it is pretty awesome but just in general, at minimum a pair with TL PR and 2x Shield Drones stands up to so much punishment! I took two squads of two in a 2k game and only lost one to an outflank (which promptly I promptly killed next turn, mind you). PR 88's are highly recommended for any heavy MEQ environment.
Also, I know I've harped on it on and on again in this thread but if you haven't jumped on the stealth suit bandwagon yet, I highly recommend it. The 4+ mobile cover is ridiculous! I find the best use is to infiltrate them into some sort of cover and let them wreak havoc on the front lines while the rest of your force catches up.
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![[Post New]](/s/i/i.gif) 2012/08/26 03:17:17
Subject: 6th ed Tau Tactica & review
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Smokin' Skorcha Driver
Canada
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YotsubaSnake wrote:Also, I know I've harped on it on and on again in this thread but if you haven't jumped on the stealth suit bandwagon yet, I highly recommend it. The 4+ mobile cover is ridiculous! I find the best use is to infiltrate them into some sort of cover and let them wreak havoc on the front lines while the rest of your force catches up.
I've tried out stealth suits in a couple games so far and have had plenty of success jumping out and hitting isolated units in my opponent's deployment zone, in a team of 4 with one fusion blaster. Have you found a "best" squad size? I was going to try out two teams of three with one fusion blaster and targeting array in this list next week.
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tgjensen wrote:labmouse42 wrote:Another problem is the abject masculinity of the game. Nearly every character I've read about has the emotional range of a turnip. Hate, Anger, Fear, Loyalty, and Worship. That's about it.
Christ, where do you buy your turnips? |
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![[Post New]](/s/i/i.gif) 2012/08/26 04:39:26
Subject: 6th ed Tau Tactica & review
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Focused Fire Warrior
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I, personally, have been running two full squads, one with two fusion and one all burst. The reason being is that my squads are getting a reputation of being annoying as hell to deal with and they get fire focused on them hard. I've actually had to step up and give them drones for extra wound absorption. They take the brunt of the firepower while my crisis suits jump up with the heavier weaponry to take down key targets.
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