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Made in us
Boom! Leman Russ Commander





Ohio

So as I play gunline Guard myself what I am getting from this is that against Tau we are practically fighting an uphill battle as they have superior range, higher strength weapons, and tau can ignore cover a lot, and they get a ton of skyfire to essentially drop our super op fliers with ease.

Only advantage Im seeing is that with Guard our Vendettas can drop troops off on their side of the table to contest or capture objectives, but our units are still fragile and will probably die the following turn.

So as the title just says competitive guard and Im not trying to steal the op's thunder for gunline but what about air cav and mech guard for competitiveness as well? With all the sky fire flyers will have to take them out or try to drop the troops off fast before they get shot down with their pay load. With mech tau has all the high strength weapons to pop chimeras easily thus leaving a squad in the open to get chewed up. Leman russes would be too slow to really help the chimeras advance fast enough to get close to the enemy. Artillery out of LoS seems like the best advantage to taking out tau thats hunkered down.

Ive played against the new tau twice now in 2 2v2 games where they were my opponent. The tau usually went for my ally but when I got shot at and got no cover my infantry squads dropped like flies and all I could fire back was autocannons and lascannons as their rifles out ranged my lasguns.

 
   
Made in us
Pulsating Possessed Chaos Marine




Seattle, WA

 tankboy145 wrote:
So as I play gunline Guard myself what I am getting from this is that against Tau we are practically fighting an uphill battle as they have superior range, higher strength weapons, and tau can ignore cover a lot, and they get a ton of skyfire to essentially drop our super op fliers with ease.

Only advantage Im seeing is that with Guard our Vendettas can drop troops off on their side of the table to contest or capture objectives, but our units are still fragile and will probably die the following turn.

So as the title just says competitive guard and Im not trying to steal the op's thunder for gunline but what about air cav and mech guard for competitiveness as well? With all the sky fire flyers will have to take them out or try to drop the troops off fast before they get shot down with their pay load. With mech tau has all the high strength weapons to pop chimeras easily thus leaving a squad in the open to get chewed up. Leman russes would be too slow to really help the chimeras advance fast enough to get close to the enemy. Artillery out of LoS seems like the best advantage to taking out tau thats hunkered down.

Ive played against the new tau twice now in 2 2v2 games where they were my opponent. The tau usually went for my ally but when I got shot at and got no cover my infantry squads dropped like flies and all I could fire back was autocannons and lascannons as their rifles out ranged my lasguns.


I'm unsure why no one has brought up the fact that the Tau don't seem to have much in the way of barrage weapons. So manticores and basillisks that hide out sight still seem to be great choices against the Tau. The manticore might not kill his broadsides, suits and riptides, but it will harvest his troops.

Deep strikers are always dangerous against static armies. So if you have drop pod Wolf allies, melta/plasma/JoWW will still work just fine.

If you setup in the corner, lascannons will still have the range on most of his units. If you have tanks, you will have range on your opponent and he will need to get close to use fusion weapons to bust you. If he gets close to use fusion weapons, you zap him with plasma guns.
   
Made in us
Douglas Bader






bogalubov wrote:
I'm unsure why no one has brought up the fact that the Tau don't seem to have much in the way of barrage weapons.


Because it doesn't really matter all that much. Tau can ignore cover, and complete 100% LOS blocking is pretty rare in my experience.

Deep strikers are always dangerous against static armies. So if you have drop pod Wolf allies, melta/plasma/JoWW will still work just fine.


As long as you're fighting a Tau player who doesn't know how to use Kroot/boyz/guardsmen as a proper meatshield.

There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

I tabled a guardsman a few days ago with Tau.

The main trouble the4 Guard got into is castling. It played right into my massive outflanking attack. Too many guns, Repulsor fields made charges nigh impossible and the Guard blob could kill just one squad before getting finished off. Once the bnlob was down, the rest was mop up.

STR 7+ wiped the Heavy Weapons who got no cover saves, and the Crisis Team with Flamers Deep striking ruined their day as well.

Overall the MVP's were the Pathfinders, but Riptides played enough of a role in killing tanks to make a difference.

Seriously though, I did the same thing to Mechdar+Deldar I played on Sunday. Outflanking just made a mes of things.


Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php 
   
Made in us
Daemonic Dreadnought






Against an IG gunline without forge world tau are well equipped to smoke IG.

With forge world, no I disagree. Tau s5 s7 dakka is impressive, but it's not the way to deal with gun carriages CC is

Math hammer hits only assume tau burn marker lights to deny 4+ cover and improve accuracy.

Target=gun carriage with 2 extra crew.

18 s5 hits=3 wounds
22 s7 hits=11 wounds

14 wounds=front 5 guardsmen die, 9 wounds carry onto gun, 3 failed saves, and the gun is still operational.

That's a lot of dakka to almost kill a 87 point model. PS it's in a unit of 3 with a total of 18 crew and 12 gun wounds,there is a 2nd unit of 3, and each unit has an allied rune priest for divination. Their target=crisis suits

They only go down easy in cc.

CCS and PCS are easy for tau to kill, but a lord commissar is going to be attached to a gun carriage.

Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.


 
   
Made in us
Pulsating Possessed Chaos Marine




Seattle, WA

 Peregrine wrote:
bogalubov wrote:
I'm unsure why no one has brought up the fact that the Tau don't seem to have much in the way of barrage weapons.


Because it doesn't really matter all that much. Tau can ignore cover, and complete 100% LOS blocking is pretty rare in my experience.

Deep strikers are always dangerous against static armies. So if you have drop pod Wolf allies, melta/plasma/JoWW will still work just fine.


As long as you're fighting a Tau player who doesn't know how to use Kroot/boyz/guardsmen as a proper meatshield.


Well sure, without terrain the game is usually decided by who goes first and whether there is night fighting or not.
   
 
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