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![[Post New]](/s/i/i.gif) 2013/08/28 14:37:55
Subject: Tips for Tau Players
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Dark Angels Librarian with Book of Secrets
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TheCadreofFi'rios wrote:
How did I miss the point? Not a lot of people know how to multi assault well.
Also keep in mind the only game I played where I lost against new Eldar was against two WRAITHKNIGHTS!!
I just used Farsight in a tournament with Shadowsun and he never got touched. Ever.
Hey.......I see your in the Boston area...do you play in tourneys at Battleground games?
Chase runs great events. Perhaps we can meet up there one day and play
Edit : Since you have answers for the seerStar, I'm also assuming you have answers for the bigger threat -- the screamerStar?
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This message was edited 3 times. Last update was at 2013/08/28 14:41:44
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![[Post New]](/s/i/i.gif) 2013/08/28 16:41:29
Subject: Re:Tips for Tau Players
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Focused Fire Warrior
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Yea I'm from the Boston area. I go to the Hobby bunker and play a lot. Its in Malden and they run games every Sunday. Its a great place I suggest you look it up.
Not sure about the Screamer-Star. What are its stats and abilities?
As for what Peregrine has been trying to prove: I see your point about the big Ethereal: Aun'va. You can't hide him in a big squad of Fire Warriors and he dies to wave serpent shields that ignore cover. I'm thinking two regular ethereals would do better than two of the special ethereals for less points too. First turn it is impossible to kill them both even with massed fire.
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This message was edited 1 time. Last update was at 2013/08/28 16:52:18
FOR THE GREATER F-ING GOOD! |
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![[Post New]](/s/i/i.gif) 2013/08/28 17:17:32
Subject: Re:Tips for Tau Players
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Hoary Long Fang with Lascannon
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TheCadreofFi'rios wrote:Yea I'm from the Boston area. I go to the Hobby bunker and play a lot. Its in Malden and they run games every Sunday. Its a great place I suggest you look it up.
Not sure about the Screamer-Star. What are its stats and abilities?
As for what Peregrine has been trying to prove: I see your point about the big Ethereal: Aun'va. You can't hide him in a big squad of Fire Warriors and he dies to wave serpent shields that ignore cover. I'm thinking two regular ethereals would do better than two of the special ethereals for less points too. First turn it is impossible to kill them both even with massed fire.
This my run down on the Screamerstar
http://www.frontlinegaming.org/2013/07/22/guest-tactica-the-screamerstar/
It's not all encompassing (the support pieces will vary), but the basics will be the same
Tl;dr It's good against Tau
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![[Post New]](/s/i/i.gif) 2013/08/28 17:40:27
Subject: Re:Tips for Tau Players
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Dark Angels Librarian with Book of Secrets
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TheCadreofFi'rios wrote:Yea I'm from the Boston area. I go to the Hobby bunker and play a lot. Its in Malden and they run games every Sunday. Its a great place I suggest you look it up.
I'll check it out. I always like finding other groups.
Most screamerStar lists you will see in the Boston area will have 3 heralds. Usually 3 level three ones, fateweaver, 2 DPs, and 20-30 troops. Odds are they will get scyers gaze, so the troops will not be coming onto the board until turn 4. The screamers will get a grimoire put on them every turn by a herald. The psykers have a ~90% of getting the power that gives a 4++ save, which the grimoire turns into a 2++. The are daemons of tzeentch so they get a reroll on all 1s.....
The FMCs and fatey just fly on and off the board every turn. (well, they have to stay on the board for at least one turn, but they hide during that turn). On turn 4 or 5 they start doing some good, but until then its just denial.
This means the other player has one unit to practically shoot at -- the screamerStar. Shooting this unit has little or no effect. When playing with my buddy Dan I shot my entire army at it and did 1 wound. That's why I said "Don't shoot at them". Its counter-intuitive. Most [urlhttp://www.dakkadakka.com/dakkaforum/posts/list/30/548583.page#5989790]experience[/url] tells players to shoot at the threat in their face. You have to trust the mathhammer and no fall prey to that.
What does the screamerStar do? Well, it kills nearly anything it touches in assault. 10 STR 5 AP2 attacks that are rerolling to hit is pretty good. Then you have 12 STR 3 AP2 attacks. Alternatively each screamer can get 4 STR 4 attacks on the charge -- giving a whopping 52 attacks per turn. This can completely chew through guard blobs quickly.
I think any list today needs to have an answer for the screamerStar, so else your army will be having a bad day very quickly. For example, a wraithknight will tie it up for a few game turns before dying. During that time you have to try and kill the rest of his army and spread out.
A seerStar is not like that at all. It functions in a similar capacity in some ways -- but its a lot weaker overall. It only has a 75% of getting a 2+ rerollable. It will be only doing about 18 wounds per turn, not 50+ like the screamerStar can. On the other hand, the seerStars have a few perks like the ability to strike at initiate when assaulting in cover and hit and run to bounce out of that prolonged combat.
TheCadreofFi'rios wrote:Don't put your drones in front of your Broadsides if fighting Eldar! Why wouldn't you? Missile broadsides with missile drones? Have fun eating 50 or so s7 shots turn one.
On this topic, I think you missed the point. Drones have really bad armor saves. Broadsides have really good armor saves. I was able to remove 3-4 drones per serpent on round one. This caused my opponent to take 4 pinning tests -- and he failed one even with a LD of 10. My other Tau opponent's broadsides ran off the board because he failed his LD test.
If you put the 2+ save models in front when fighting Eldar wave serpents your going to be taking less pinning tests! Take the drones, by all means, just stick them behind your 2+ save models.
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![[Post New]](/s/i/i.gif) 2013/08/28 20:25:08
Subject: Re:Tips for Tau Players
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Focused Fire Warrior
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For the Broadsides I don't really believe in using "Tank" units. They are usually more expensive and more valuable. For example: Broadsides with drones: Would you rather have your broadsides die first than your drones? It doesn't even matter if they have a 2+ save, they are the more important unit. I believe in expendable "screens" of troops that give cover saves to more important units.
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FOR THE GREATER F-ING GOOD! |
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![[Post New]](/s/i/i.gif) 2013/08/28 20:40:51
Subject: Re:Tips for Tau Players
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Hoary Long Fang with Lascannon
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TheCadreofFi'rios wrote:For the Broadsides I don't really believe in using "Tank" units. They are usually more expensive and more valuable. For example: Broadsides with drones: Would you rather have your broadsides die first than your drones? It doesn't even matter if they have a 2+ save, they are the more important unit. I believe in expendable "screens" of troops that give cover saves to more important units.
Yeah but the Serpent Shields ignore cover. They're going to kill the Drones and subject you to multiple pinning tests. Which is likely to take the Broadsides out of the fight anyway. It's not a question of what you believe in, it's a question of what makes the most tactical sense against the tools in your opponent's army. Against Eldar, putting the Broadsides themselves out front makes the most sense.
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![[Post New]](/s/i/i.gif) 2013/08/28 21:36:49
Subject: Re:Tips for Tau Players
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Focused Fire Warrior
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I think you guys are relying on one wave serpents for pretty much every type of counter. Second. You cant take multiple pinning checks a turn. Only one. Third, with an ethereal behind your broadsides you don't need to worry about that. Fourth, if they get pinned, so what? They have so many shots that they still have the possibility of taking some units out on rerolling snapshots.
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This message was edited 1 time. Last update was at 2013/08/28 21:40:14
FOR THE GREATER F-ING GOOD! |
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![[Post New]](/s/i/i.gif) 2013/08/28 21:44:55
Subject: Re:Tips for Tau Players
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Longtime Dakkanaut
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TheCadreofFi'rios wrote:I think you guys are relying on one wave serpents for pretty much every type of counter. Second. You cant take multiple pinning checks a turn. Only one. Third, with an ethereal behind your broadsides you don't need to worry about that. Fourth, if they get pinned, so what? They have so many shots that they still have the possibility of taking some units out on rerolling snapshots.
Pretty sure you take a pinning test immediately after suffering an unsaved pinning wound buddy. You can take many pinning tests a turn but only one morale per phase.
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![[Post New]](/s/i/i.gif) 2013/08/28 22:03:39
Subject: Re:Tips for Tau Players
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Purposeful Hammerhead Pilot
Murrieta, CA
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hyv3mynd wrote: TheCadreofFi'rios wrote:I think you guys are relying on one wave serpents for pretty much every type of counter. Second. You cant take multiple pinning checks a turn. Only one. Third, with an ethereal behind your broadsides you don't need to worry about that. Fourth, if they get pinned, so what? They have so many shots that they still have the possibility of taking some units out on rerolling snapshots.
Pretty sure you take a pinning test immediately after suffering an unsaved pinning wound buddy. You can take many pinning tests a turn but only one morale per phase.
It's one pinning test per shooting attack that caused at least 1 wound with a pinning weapon. Each unit (assuming it successfully wounds at least once) can inflict it's own pinning test. Then assuming that you destroy at least 25% of the target unit, that unit will need a pinning test.
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Space Marines (Anything but BA or GK): 6k
Tau: 3k
-Thaylen |
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![[Post New]](/s/i/i.gif) 2013/08/28 23:11:45
Subject: Re:Tips for Tau Players
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Hoary Long Fang with Lascannon
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TheCadreofFi'rios wrote:I think you guys are relying on one wave serpents for pretty much every type of counter. Second. You cant take multiple pinning checks a turn. Only one. Third, with an ethereal behind your broadsides you don't need to worry about that. Fourth, if they get pinned, so what? They have so many shots that they still have the possibility of taking some units out on rerolling snapshots.
I don't rely on Wave Serpents for everything, I hate them. But the reality is, they're a counter for basically everything (minus AV13+, Storm Ravens, and a few scattered other things.)
You CAN take multiple pinning checks if you are shot at with multiple pinning weapons.
If they get pinned, it's not "so what," it's a substantial reduction in shooting power (coupled with the now dead Drones) and you lose the ability to move and shoot, which reduces your threat range; further tilting the range game in the Eldar player's favor. We're suggesting a fairly easy ability to limit the capability of a Wave Serpent to neuter your Broadsides; and you're dismissing it out of hand.
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![[Post New]](/s/i/i.gif) 2013/08/28 23:49:39
Subject: Tips for Tau Players
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Big Mek in Kustom Dragster with Soopa-Gun
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Pinning is a bigger deal than people think. Most people ignore it because most the weapons that have it are hitting models immune to it (bikes, vehicles, fearless) so it never happens.
With the exception of ork Lootas, pining a unit basically negates them for a turn (unless Tau have their once per game "Get up!" move, since pinning is technically going to ground). Almost every model outside orks suffers immensely when they snapfire, and it even hurts orks because they cant move.
Unlikely due to high leadership but try pinning a Dreadknight one of these days. Thats priceless when the GK player fails that test and loses a DK for a turn lol (ATSKNF does not ignore pinning tests)
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2013/08/28 23:59:30
Subject: Tips for Tau Players
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Hoary Long Fang with Lascannon
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Vineheart01 wrote:Pinning is a bigger deal than people think. Most people ignore it because most the weapons that have it are hitting models immune to it (bikes, vehicles, fearless) so it never happens.
With the exception of ork Lootas, pining a unit basically negates them for a turn (unless Tau have their once per game "Get up!" move, since pinning is technically going to ground). Almost every model outside orks suffers immensely when they snapfire, and it even hurts orks because they cant move.
Unlikely due to high leadership but try pinning a Dreadknight one of these days. Thats priceless when the GK player fails that test and loses a DK for a turn lol ( ATSKNF does not ignore pinning tests)
Agreed.
Also, along these lines, Dominate is a money power. Especially against anything low leadership. Dominate and Hallucinate can shut down significant portions of your enemy's Army. The more leadership checks you throw against someone, the more likely they are to fail. This is part of the many reasons why I really have no idea what GW was thinking with a Wave Serpent. I don't think it's a stretch to say it's the best unit in the game, it's certainly the best vehicle.
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![[Post New]](/s/i/i.gif) 2013/08/30 03:47:36
Subject: Tips for Tau Players
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Long-Range Land Speeder Pilot
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This thread is quite depressing. One top army that completely trounces mine giving tips to the other top army that also completely trounces mine.
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Hail the Emperor. |
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![[Post New]](/s/i/i.gif) 2013/08/30 05:40:27
Subject: Tips for Tau Players
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Terrifying Treeman
The Fallen Realm of Umbar
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It's not like you were forced to read it.
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DT:90-S++G++M++B+IPw40k07+D+A+++/cWD-R+T(T)DM+
Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.
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![[Post New]](/s/i/i.gif) 2013/09/01 02:44:16
Subject: Re:Tips for Tau Players
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Water-Caste Negotiator
Louisiana
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"Get a Broadside Shas'vre If your not putting an IC into the broadside squad, take the darn +1 leadership IC in the squad. A leadership of an 8 does not cut it when your getting shot at by 4+ wave serpents per turn. The pinning tests alone will keep your broadsides out of the fight. If your going to be spending 200+ points on a squad guys, fork out the 10 points for the +1 leadershipFFFF00." I don't think it's worth the points for that. Most armies bring multiple Bsides, and most armies need all the points they can get. If you're worried about rerolls, just field an ethereal. More bang for your buck in all regards. "Don't put your drones in front of your Broadsides if fighting Eldar! Even shield drones. My eldar wave serpents don't care about your 4+ invuln save. All those drones are going to do is cause your broadside unit to take more break/pinning tests. This weekend I discovered just how easy it is to shoot a broadside unit off the board. This is made even more clear when people stick the broadsides 6" from the table edge, and a warlock has just hit the unit with "Horrify" lowering their LD to a 5. " Why would i waste points on a broadside vre like you suggested when you can just lower it's LD to a 5 (presumably a 6 if it had that +1). I guess the case for wave serpents would depend on how strong their weapons are. If a broadside can take an armor sv against it, it might be worth it to just JSJ the drones as needed. "Riptides Are Not Fearless Riptides really should be fearless. This weekend I had a seer squad assault 2 riptides and 10 fire warriors (with an ethereal). I put one model on each riptide and the rest of my models on the fire warriors. The riptides wiffed their attacks, needing 5s to hit and me getting a 75% invulnerable save. I then proceeded to beat the snot out of the fire warriors killing 8 wounds worth of them. Both riptides and the rest of the fire warriors ran and were all swept. To fix this, you really need a C: SM character in there to give ATSKNF. " How did you manage this? Did he have his riptides and FW's that close to each other and allowed a multi-charge on his unit? If that's the case, that's a sign of a bad commander, but you're right, fearless would be nice on a riptide. It's silly that you have to roll LD whenever a shield missile drone dies in a riptide squad. "What did I just say? You really need ATSKNF My third round opponent smugly said "Go ahead and assault my broadside squad, they have hit and run" The assaulted them, did 6 wounds to them and swept them off the board. Hit and Run does not work if your dead. " Bsides can not have Hit and Run as they do not have access to vectored retrothrusters, unless a commander is with them. You count 6 wounds, so i assume it was a full squad of 3 Bsides? "Oh, and for goodness sake don't let me kill your drones before your broadsides. Your more likely to be making a LD check on a 5 if you do. Keep the drones behind your broadsides so I can't just engage them and have your broadsides not in base to base. This let me kill all the drones before throwing wounds on the 2+ save broadsides! " So, why again are we wasting 10pts per squad to bring our LD up to a 6 after you make the LD go that low? Also two things. First: if the commanders are letting the drones take hits that the bsides could have armor saved, that's a sign of a bad commander. If the squad of Bsides that had "hit and run" was only made of 3 (6 wounds as you said), that's a bad commander because that's illegal. If they have units so close together ( FW, Ethereal and 2 riptides) that they all get charged, that's a bad commander. This is contrary to you initial statement that they were "good". "Skyrays can be assaulted Armor 13 is cool, but a skyray is still chump on the rear armor. If there is over a 40% of it being assaulted, move the darn thing back. I got to chew through some skyrays this weekend that way." Skyrays should be going flat out all day err day until fliers show up. If not, then they should be taking out targets as needed. Once the payload is unleashed, it's time for marker support and denial. If i am not mistaken, whenever you assault a tank, you always attack its rear armor no matter where you are. "Don't shoot at invulnerable units" So...just lose? "Farsight Does Not Have..." Farsight is a decent CC character. The only reason he is good is his bodyguard group. It's probably never a good idea to do a challenge unless you're killing a weak character (sgt etc). But even that is not something you want to do because then you waste all his attacks on one guy, when you could be chopping up the whole squad. "Don't Turtle Against Eldar My first opponent kept his farsight squad behind an ADL. " "In both games I tabled the Tau players. These were both good players, but they were just not familiar with how to play against Eldar/Dark Eldar. " Who takes a farsight bomb, and doesn't do the bomb part? "Hide your Broadsides " If they are not in general cover, they're sitting ducks. T4 isn't that hard to ID. Were you encountering commanders that were not putting them in any kind of cover? And bastions? I mean, most lists i see do not rely on fortresses like that. An ADL sure, but a bastion. I've never seen a Tau list use one. Maybe they should, maybe they shouldn't. A bastion can hold 30 models. The Bside counts as 5 since it is extremely bulky. You can fit 6 in there. It's also 75 points. I'm not too familiar with shooting rules against fortresses like that, but i think there is a reason you don't see lists use it.
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This message was edited 2 times. Last update was at 2013/09/02 01:18:51
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![[Post New]](/s/i/i.gif) 2013/09/01 05:22:45
Subject: Tips for Tau Players
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Dakka Veteran
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I cant really say that this thread have much new to offer for us Tau players, even with the new Eldar.
I question the "Good" tau players a bit i am afraid, if i read it right: they used a Farsight bomb without deep-striking it?
No Ethereal?
Sounds they are just as new playing Tau as they are at playing against Eldar.
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![[Post New]](/s/i/i.gif) 2013/09/02 15:47:08
Subject: Re:Tips for Tau Players
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Been Around the Block
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Who took 1st at the tourney? I was supposed to be there but I somehow got stuck watchin the kids again >_<. Better luck next tourney I guess.
Thanks for the tips the multi assault on the riptide is something I took away from this post. Not that i keep them in tight for (completely overrated) supporting fire anyway but it is somthing to keep in mind which I haven't had happen to mine yet.
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![[Post New]](/s/i/i.gif) 2013/09/02 16:04:14
Subject: Tips for Tau Players
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Big Mek in Kustom Dragster with Soopa-Gun
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Supporting fire plays along the lines that unlikely shots does - a dice not thrown is an automatic fail. Without counterfire or markerlight support, nothing aside flamer-spammed crisis suits will be a real problem in overwatch on its own. The point is that now you dont just get 8-24 shots depending on whos getting charged like other races do, but rather 2-3 times that in some cases. Yeah, the riptide's overwatch isnt that great without a nova'd HBC but the point is its still more shots. If i expect a charge i try to stay within the 6" bubble for this reason, but i dont play my entire strat based off of it (i.e. i dont castletau it up). Its not suppose to be a gamechanging rule, its suppose to give you more shooting even though its unlikely shooting. Also dont forget Nova charging the IA (why you would i dont know) doesnt force you to fire that S9 pi plate. It says "may" not "will" when its charged, so you can fire the pi plate and in overwatch fire the 3 S7 AP2 shots.
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This message was edited 1 time. Last update was at 2013/09/02 16:05:15
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2013/09/02 16:18:26
Subject: Tips for Tau Players
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Focused Fire Warrior
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Vineheart01 wrote:Supporting fire plays along the lines that unlikely shots does - a dice not thrown is an automatic fail.
Without counterfire or markerlight support, nothing aside flamer-spammed crisis suits will be a real problem in overwatch on its own. The point is that now you dont just get 8-24 shots depending on whos getting charged like other races do, but rather 2-3 times that in some cases. Yeah, the riptide's overwatch isnt that great without a nova'd HBC but the point is its still more shots. If i expect a charge i try to stay within the 6" bubble for this reason, but i dont play my entire strat based off of it (i.e. i dont castletau it up).
Its not suppose to be a gamechanging rule, its suppose to give you more shooting even though its unlikely shooting.
Also dont forget Nova charging the IA (why you would i dont know) doesnt force you to fire that S9 pi plate. It says "may" not "will" when its charged, so you can fire the pi plate and in overwatch fire the 3 S7 AP2 shots.
I don't think you need counterfire defense systems or markerlight support with flamer crisis suits to get good overwatch bonuses. With an ethereal you can actually use storm of fire in overwatch, which means double the shots and double the chances of getting kills. I think the Tau are now one of the best gunline armies if you want them to be. Mass amounts of fire warriors and broadsides and even riptides will destroy almost anything that tries to assault the front line. The only problems would be large blast barrage weapons.
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FOR THE GREATER F-ING GOOD! |
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![[Post New]](/s/i/i.gif) 2013/09/02 16:27:59
Subject: Tips for Tau Players
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Hoary Long Fang with Lascannon
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TheCadreofFi'rios wrote: Vineheart01 wrote:Supporting fire plays along the lines that unlikely shots does - a dice not thrown is an automatic fail.
Without counterfire or markerlight support, nothing aside flamer-spammed crisis suits will be a real problem in overwatch on its own. The point is that now you dont just get 8-24 shots depending on whos getting charged like other races do, but rather 2-3 times that in some cases. Yeah, the riptide's overwatch isnt that great without a nova'd HBC but the point is its still more shots. If i expect a charge i try to stay within the 6" bubble for this reason, but i dont play my entire strat based off of it (i.e. i dont castletau it up).
Its not suppose to be a gamechanging rule, its suppose to give you more shooting even though its unlikely shooting.
Also dont forget Nova charging the IA (why you would i dont know) doesnt force you to fire that S9 pi plate. It says "may" not "will" when its charged, so you can fire the pi plate and in overwatch fire the 3 S7 AP2 shots.
I don't think you need counterfire defense systems or markerlight support with flamer crisis suits to get good overwatch bonuses. With an ethereal you can actually use storm of fire in overwatch, which means double the shots and double the chances of getting kills. I think the Tau are now one of the best gunline armies if you want them to be. Mass amounts of fire warriors and broadsides and even riptides will destroy almost anything that tries to assault the front line. The only problems would be large blast barrage weapons.
Or invincible assault units that can multi charge you (Seer Council, Screamerstar). I did it recently with Flesh Hounds (happened to get Forewarning in a list not built around the 2++) and killed me multiple Riptides plus Fire Warriors in the same charge.
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![[Post New]](/s/i/i.gif) 2013/09/02 20:52:09
Subject: Re:Tips for Tau Players
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Been Around the Block
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Yeah i'm not gonna sit around and argue the viability of massed snap shots. It is what it is. I think people give the rule too much credit. Any good assualt army will have somthing to bait out overwatch anyway if they don't simply shrug off S4/5.
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![[Post New]](/s/i/i.gif) 2013/09/02 22:40:56
Subject: Tips for Tau Players
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Big Mek in Kustom Dragster with Soopa-Gun
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The point is its a FREE rule, every Tau model got it and some of them got a point reduction while getting it. We didnt pay or give up anything to get more overwatch dakka. Who else gets even a pointless rule like that?
But in the end yes people put too much weight on it. My friend wondered why i never castletau and prefer to dance around avoiding combat than utilize supporting fire, so i just threw my models down and said charge me with your usual chargy unit. Did more damage than i would have with a single unit, thats for sure, but he still got into assault with enough to cause a hell of a lot of damage.
Point is, i caused 2-3 more wounds than i would have normally and thats a free upgrade so i aint complaining
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2013/09/02 22:45:47
Subject: Tips for Tau Players
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Regular Dakkanaut
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Beware though, it is temptation for tau players to bunch up. If your entire army is within 6" of eachother you may have problems...
Sometimes you need to go back to the tried-and-true dual fire base.
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![[Post New]](/s/i/i.gif) 2013/09/02 23:08:42
Subject: Tips for Tau Players
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Fireknife Shas'el
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I had a gun line set up at a tournament and got assaulted by BA tactical marines. Really dumb deployment on my part along with attrocious rolls.
Anyways, two units of marker drones, two missile pod commanders, three missile pod crisis suits, two 9 man squads of firewarriors,and 20 Kroot; all of them were able to fire overwatch. End result was one dead marine each in two of the charging squads.
Again, I blame a lot of it on myself with some help of bad luck.
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I'm expecting an Imperial Knights supplement dedicated to GW's loyalist apologetics. Codex: White Knights "In the grim dark future, everything is fine."
"The argument is that we have to do this or we will, bit by bit,
lose everything that we hold dear, everything that keeps the business going. Our crops will wither, our children will die piteous
deaths and the sun will be swept from the sky."
-Tom Kirby |
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![[Post New]](/s/i/i.gif) 2013/09/03 13:52:07
Subject: Tips for Tau Players
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Shas'la with Pulse Carbine
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Savageconvoy wrote:I had a gun line set up at a tournament and got assaulted by BA tactical marines. Really dumb deployment on my part along with attrocious rolls.
Anyways, two units of marker drones, two missile pod commanders, three missile pod crisis suits, two 9 man squads of firewarriors,and 20 Kroot; all of them were able to fire overwatch. End result was one dead marine each in two of the charging squads.
Again, I blame a lot of it on myself with some help of bad luck.
Overwatch is overrated on the internet. It only really pays off for Tau if you have cascading markerlights in your supporting fire and that is very luck dependent on getting 6's in the first markerlight carrying unit. You can't rely on supporting fire to save you from assaults every time.
The best protection (though not foolproof) from serpent spam is a skyshield landing pad. ADLs are a joke now.
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This message was edited 2 times. Last update was at 2013/09/03 13:54:36
I play:
40K: Daemons, Tau
AoS: Blades of Khorne, Disciples of Tzeentch
Warmachine: Convergence of Cyriss
Infinity: Haqqislam, Tohaa
Malifaux: Bayou
Star Wars Legion: Republic & Separatists
MESBG: Far Harad, Misty Mountains |
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![[Post New]](/s/i/i.gif) 2013/09/03 23:28:33
Subject: Tips for Tau Players
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Water-Caste Negotiator
Louisiana
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I've been wanting to try a list that uses drones (from Bsides for example) that stretch out to reach other units so you can utilize the supporting fire rule. IIRC, it says that Supporting Fire works if the unit is within 6in of the unit being charged. This would allow your Bsides a chance to add to the attacks, without being so close. Drone Konga Line! And of course you can abuse Supporting Fire with a kroot konga line from board edge to board edge and Flamers for maximum troll. In case anyone forgot, Wall of Death allows you to do this. If someone complains, just flip to that section and dance around him with your best troll face.
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This message was edited 2 times. Last update was at 2013/09/04 00:07:27
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![[Post New]](/s/i/i.gif) 2013/09/04 00:37:21
Subject: Tips for Tau Players
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Fireknife Shas'el
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D6Damager wrote:
Overwatch is overrated on the internet. It only really pays off for Tau if you have cascading markerlights in your supporting fire and that is very luck dependent on getting 6's in the first markerlight carrying unit. You can't rely on supporting fire to save you from assaults every time.
I wasn't really relying on overwatch, it's just something I set up for in a worst case scenario to maximize my overwatch potential. Long story short, I deployed first, he counter deployed, stole the initiative, and then shrugged off one of the worst shooting phases I've ever had (It's always turn 1 shooting phases that go bad, isn't it?). Out of two Kroot units, two firewarrior units, 20 missiles, two Riptides, and two Railgun submunitions into all the tactical squads. I only managed to get three wounds total and putting 2 wounds on a BS6 Riptide when I rolled 4 consecutive 1's for it to nova charge, overcharge the IA, and then save the wound. It was a really bad game and I shouldn't have played so aggressively since my first rounds of shooting seem to cause me more wounds than my enemies.
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I'm expecting an Imperial Knights supplement dedicated to GW's loyalist apologetics. Codex: White Knights "In the grim dark future, everything is fine."
"The argument is that we have to do this or we will, bit by bit,
lose everything that we hold dear, everything that keeps the business going. Our crops will wither, our children will die piteous
deaths and the sun will be swept from the sky."
-Tom Kirby |
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![[Post New]](/s/i/i.gif) 2014/12/04 01:18:24
Subject: Tips for Tau Players
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Big Mek in Kustom Dragster with Soopa-Gun
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AnonAmbientLight wrote:I've been wanting to try a list that uses drones (from Bsides for example) that stretch out to reach other units so you can utilize the supporting fire rule. IIRC, it says that Supporting Fire works if the unit is within 6in of the unit being charged. This would allow your Bsides a chance to add to the attacks, without being so close. Drone Konga Line! And of course you can abuse Supporting Fire with a kroot konga line from board edge to board edge and Flamers for maximum troll. In case anyone forgot, Wall of Death allows you to do this. If someone complains, just flip to that section and dance around him with your best troll face. Two flaws with this: 1: Gun drone squadrons are actually kinda pricy and only +1 Toughness on firewarriors, and their units are small. 2: Unless you have a big wrap and the DRONES are charged (i.e. you have no gaps your opponent might be sneaking through) it wouldnt work. Typically when people try this they bring a 20blob of kroot. 120pts for 20 models that either soak up a lot of fire thanks to Ethereal leadership keeping them in place, or let your entire army fire overwatch. I wouldnt even buy sniper rounds for these because i'd be surprised if you got to shoot them more than once, and probably only half the unit. Drones would die slightly slower, but only because of the toughness difference really. 4+ isnt that awesome, and drones never get cover saves since theyre so tiny and on a pole. A fun fact that might get FAQ'd just because its kinda funny in a broken sort of way (though not gamechanging, really) is that range DOES apply to overwatch, but Wall of Flame specifically tells you to ignore the range between the charging unit and your own. Those kroot could be charged 15" to the side and still get hit by 6 flamers from a random Crisis suit team on the other end of the castle lol. However noone will ever do that because of the obvious reason: Who The Feth Puts Dual Flamers On Crisis Suits!?!?
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This message was edited 1 time. Last update was at 2013/09/04 01:22:52
An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2013/09/04 01:30:55
Subject: Tips for Tau Players
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Water-Caste Negotiator
Louisiana
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Vineheart01 wrote:AnonAmbientLight wrote:I've been wanting to try a list that uses drones (from Bsides for example) that stretch out to reach other units so you can utilize the supporting fire rule. IIRC, it says that Supporting Fire works if the unit is within 6in of the unit being charged. This would allow your Bsides a chance to add to the attacks, without being so close. Drone Konga Line! And of course you can abuse Supporting Fire with a kroot konga line from board edge to board edge and Flamers for maximum troll. In case anyone forgot, Wall of Death allows you to do this. If someone complains, just flip to that section and dance around him with your best troll face. Two flaws with this: 1: Gun drone squadrons are actually kinda pricy and only +1 Toughness on firewarriors, and their units are small. 2: Unless you have a big wrap and the DRONES are charged (i.e. you have no gaps your opponent might be sneaking through) it wouldnt work. Typically when people try this they bring a 20blob of kroot. 120pts for 20 models that either soak up a lot of fire thanks to Ethereal leadership keeping them in place, or let your entire army fire overwatch. I wouldnt even buy sniper rounds for these because i'd be surprised if you got to shoot them more than once, and probably only half the unit. Drones would die slightly slower, but only because of the toughness difference really. 4+ isnt that awesome, and drones never get cover saves since theyre so tiny and on a pole. A fun fact that might get FAQ'd just because its kinda funny in a broken sort of way (though not gamechanging, really) is that range DOES apply to overwatch, but Wall of Flame specifically tells you to ignore the range between the charging unit and your own. Those kroot could be charged 15" to the side and still get hit by 6 flamers from a random Crisis suit team on the other end of the castle lol. However noone will ever do that because of the obvious reason: Who The Feth Puts Dual Flamers On Crisis Suits!?!? Missile drones from the Bside unit can go 2'' a piece (unit cohesion) . You can go up to 12in (6 drones, 2 per bside) to get within 6in of the FWs about to get charged. That means the Bsides are 18ins away at max, unless i have the math wrong. That's what i was talking about. Not a gun drone squad or anything like that. Thats why i said it "This would allow your Bsides to add to the attack." Unless, of course, i have that all wrong. Oh, the Wall of Death idea is purely trolltastic. That's why i said it's maximum troll and to put on your troll face. Ok, that's a huge picture. DONT EVEN CARE. That should be your face if you pull of the Wall of Death.
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This message was edited 1 time. Last update was at 2013/09/04 01:31:23
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![[Post New]](/s/i/i.gif) 2013/09/04 02:08:37
Subject: Tips for Tau Players
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Big Mek in Kustom Dragster with Soopa-Gun
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Oh in that case yes youre right. As long as the charging unit isnt SOMEHOW more than 36" away the broadsides can totally overwatch that. Its not every model in 6" its every unit. if it was every mode it might as well not exist since it would add a wopping 5-10 shots MAX unless you were b2b with your entire army just asking to get pi-plated lol
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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