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Made in ca
Fresh-Faced New User




Hi all.. I've got a bit of a problem!

Well, i never had trouble with the tau back in the good ol' days, when you could drive a shiny rhino up to those blue faced yellow bellies and unload some csm close combatty death upon them... (assuming you could get em there without being blown up)

But now, it seems that my win record went from a decent and fair appx60%-win 40%-loss record(lot of games), to an aggravating and disheartening 91%-loss 9%-win record!?! (after the last 11 games)

I'm a veteran chaos player and have been playing for many years (i liked 3rd way better than the current 4th). I have about 9,500 points of gw chaos stuff to pick from [so what, i'm an ebay fanatic, and i've been playing for many years, and i've bought two of my friends armies used for cheap, wanna make sumfin' of it? ;-D ]

***THIS IS THE THING*** me and my friends just put together a campaign. it is geared to coming up with the most disgustingly powerful tournament geared lists you can possibly come up with in order to utterly crush and annihilate your enemy. we all agreed that we wanted to test our army building prowess against one another. i figured given my current win record against this particular foe i should come here to ask all you great guys for some much needed help and advice. we get to make a master 2000 point roster and choose 1000 points per game from it for every game.

i've got about a hundred khorne berzekers (w asp champs, ppist, icons, juggs, etc)
i've got appx 60 (and more, sum still unbuilt) chaos space marines of all types, weapons, heavy weapons, and varieties
i've got two dreads
i've got three predators
i've got one land raider
i've got 7 rhinos
i've got 19 csm bikers
i've got 10 terminators
i've got all four greater demons
i've got 20 bloodletters
i've got 10 fleshhounds
i've got 18 furies
i've got a daemon prince
i've got all the special characters (old and new)
i've got alot of cultists
i've got 150ish imperial guard models

and i know i have more, just cant think of it and don't want to go rummaging (games area is a mess as you could probably tell...) but if you think of something i need tell me and i might have it if i go look for it.

the tau player i usually play has 3 hammerheads, a billion fire warriors, 9 crisis suits, alot of stealth suits, 20ish kroot, 20ish drones, 6 broadsides, ethereal. it doesnt seem like it should be that hard to beat him except for the facts that:

1. i can never kill those invincible tanks (when they actually are out in the open, and you DO have some stuff to hit it with, and you DO manage to hit and roll half decently for AP, only glancing is allowed and then you rarely roll a 6 after all that....) i was thinking i could send a 'thirster in there to crush up some stuff? but the thing is even if he does get to a tank, and if he does hit it, and if he does blow it up, a. he wont get his points back and b. he'll be hit with everything in the tau army and die next turn

2. every game i play i seem to get destroyed by shooting before i can make a charge. if i do make a single or two charges i destroy the squad or he falls back and i'm left sitting out in the open next turn to get destroyed by everything in his army rapid firing and thats the end of that

3. i recently tried an all biker night lords list against him (thank you guys for your help in making that) but it was again beaten, and badly... we rolled for escalation. whoops. no bikes on the board. they came on from the board edge (crappy enough as it is without having to come in on later turns) and got destroyed piecemeal. thats the end of that chapter.


=*= well, anyone have any suggestions on an all destructive power tournament list i could use? =*=

please help me cleanse this weakling alien scum.... let the dread forces of chaos once again prevail in their rightly position of power over the less worthy!!!!!!!

note: in no way do I mean any disrespect to any tau players out there, I am merely having an extremely difficult time and am requesting help, maybe some of you tau players yourselves might want to lend me a hand? it would be much appreciated. thank you all again

   
Made in us
Regular Dakkanaut






Ok, here are some thoughts..... though I play Tau and not Chaos, so I may be a bit off on some rules on the Chaos stuff. But a lot of the things that Space Marines use so well against Tau also can be done by Chaos.... so there are known advantages to use. So here is a series of unrelated ramblings to work from.

Do chaos terminators also assault from out of a Land Raider like Loyalist terminators do? What's on your land raider anyways? That can add up to a massive assault range if I remember how it works correctly, and with units that can take a beating.... then the land raider can provide a strong punch on its own too.

Have you considered a big deep-striking list, and after you get in there start expanding it with summoned demons? (forget what you need to summon)

Raptors with melta guns and melta bombs..... some of the best tank busting in the game, or can also assault the infantry too. Use them wisely, and you might even be able to knock off the Ethereal, which will really help you out. But if you can get them in there, they should be able to rip the boradsides and hammerheads to pieces and are a fair match against the crises suits too.

Going all bikes isn't the best of ideas against Tau, since you also need some long-range heavy firepower. But using a good proportion of things that have big movements to maximize your assault range is something that can help you out though. Just don't do an occasional assault if possible, try to hit with as much in one turn as possible to prevent your getting units strung out, while tying up as many of their guns as you can.

Now, he's using all hammerheads? or a mix of Hammerheads and broadsides? Both can be tough to take down, but a hammerhead gets a lot softer from the side if you can get around it. If he doesn't want to come out to shoot, then that's good..... any unit you can keep from firing at you will help you get into assault range. It's wasted points for him if you managed to back it into a corner where it can't hurt you. Broadsides are even easier to manever around (until the new codex anyways) because all their weapons are heavy and they can only move or shoot.

What about some Havocs? What are the stats on a chaos Autocannon anyways? Might be worth considering to take down firewarriors if the range is more than a pulse rifle. But a squad of Lascannons will keep the crisis suits from exposing themselves too much, and can easily take down the hammerheads and broadsides. They can also outrange the firewarriors, which means you can pick them apart over time as well with little losses in return. At the very least, it will keep him from sticking his neck out, and that will reduce the amount of shots coming at you.

If you can stay out of range of the crises suits and stealths while you deal with other things, do it. Otherwise, assault and hit them with as much as you can when the opportunity comes up.

-Hans

I hate making signatures:
Mainly because my sense of humor is as bad as my skill at this game. 
   
Made in ca
Been Around the Block




Québec

Hans has made some very good pts here.

8-men Havocs with Tank Hunter and 4 Autocannons (or 6 with 3 ACs) crank out a nice stream of 8 Str8 shots Vs vehicles. You'll pop Hammerheads (and Falcons) with them in no time.

A cheap Lieutnant going solo with Power Weapon, Bolt Pistol, Infiltration, Frag Grenades, Daemonic Speed and Resilience can make 1st turn Charges reliably and will slaughter Tau in no time.

Daemonic Beasts packs are also just gravy Vs Tau, especially Mounted Daemonettes and Furies. They'll reach enemy lines rapidly and can cause a lot of damage within Tau lines.
   
Made in ca
Fresh-Faced New User




Posted By Hans on 02/25/2006 6:26 PM
Ok, here are some thoughts..... though I play Tau and not Chaos, so I may be a bit off on some rules on the Chaos stuff. But a lot of the things that Space Marines use so well against Tau also can be done by Chaos.... so there are known advantages to use. So here is a series of unrelated ramblings to work from.

hi there hans! thanks for the speedy and informative reply  

Do chaos terminators also assault from out of a Land Raider like Loyalist terminators do? What's on your land raider anyways? That can add up to a massive assault range if I remember how it works correctly, and with units that can take a beating.... then the land raider can provide a strong punch on its own too.

yes, same assaulting rules, a land raider has 2x tl lascannons and 1x tl hvybolter. deadly indeed. although i find that in smaller games (ie. 1000pts) and especially with a termie squad it's a horrible and quite fragile point sink... now if we were playing 2000 or 2500....

Have you considered a big deep-striking list, and after you get in there start expanding it with summoned demons? (forget what you need to summon)

yes, ihave done this in the past. but in an alpha mission (i believe those are the ones where you don't use any special rules) the list would be useless... we roll: 1,2-alpha 3,4-gamma 5,6-omega

Raptors with melta guns and melta bombs..... some of the best tank busting in the game, or can also assault the infantry too. Use them wisely, and you might even be able to knock off the Ethereal, which will really help you out. But if you can get them in there, they should be able to rip the boradsides and hammerheads to pieces and are a fair match against the crises suits too.

awesome! great tactic and i will try it out! thank you very much

Going all bikes isn't the best of ideas against Tau, since you also need some long-range heavy firepower. But using a good proportion of things that have big movements to maximize your assault range is something that can help you out though. Just don't do an occasional assault if possible, try to hit with as much in one turn as possible to prevent your getting units strung out, while tying up as many of their guns as you can.

mm... possibly this was my problem... again, thank you. i will try to mass assault

Now, he's using all hammerheads? or a mix of Hammerheads and broadsides? Both can be tough to take down, but a hammerhead gets a lot softer from the side if you can get around it. If he doesn't want to come out to shoot, then that's good..... any unit you can keep from firing at you will help you get into assault range. It's wasted points for him if you managed to back it into a corner where it can't hurt you. Broadsides are even easier to manever around (until the new codex anyways) because all their weapons are heavy and they can only move or shoot.

mm. he's very tricky with his tanks and they always come out to say hello. havent seen broadsides in a while though prolly gonna go with 2 hammerheads.


What about some Havocs? What are the stats on a chaos Autocannon anyways? Might be worth considering to take down firewarriors if the range is more than a pulse rifle. But a squad of Lascannons will keep the crisis suits from exposing themselves too much, and can easily take down the hammerheads and broadsides. They can also outrange the firewarriors, which means you can pick them apart over time as well with little losses in return. At the very least, it will keep him from sticking his neck out, and that will reduce the amount of shots coming at you.

hmm... autocannon s7ap4 hvy2... and i like the idea posted just below!  8 st8 shots is nothing to laugh at! (also what you said about outranging is true) in a 1000 pt game though a havoc squad with lascannons is just too pricey...

thanks for all your great ideas hans!



   
Made in ca
Fresh-Faced New User




Posted By citizen_kodo on 02/25/2006 7:52 PM
Hans has made some very good pts here.

8-men Havocs with Tank Hunter and 4 Autocannons (or 6 with 3 ACs) crank out a nice stream of 8 Str8 shots Vs vehicles. You'll pop Hammerheads (and Falcons) with them in no time.
 
WOWZERS!!!! haha, thats fantastic! thanks kodo!also i could chew up some firewarriors if theres nothing else to shoot at... hmm... although it is a bit stationary... and yikes on the points for a 1000 point battle... for the 8man sq its 1/4 of my points.... so i'll go with the 6 for the 1000 point game?? (either way, i calculated it out and statistically both of them should get a roll on the glancing table every turn..) what about two 6 man squads? overkill? how about giving them infiltrate to put them down last in a stragegic position hopefully with a hammerhead in view(oris that too many points?)
 
A cheap Lieutnant going solo with Power Weapon, Bolt Pistol, Infiltration, Frag Grenades, Daemonic Speed and Resilience can make 1st turn Charges reliably and will slaughter Tau in no time.

hmm... but what if the opponent gets the roll for 1st turn? there goes 10% of the points of my army... or am i wrong here??

Daemonic Beasts packs are also just gravy Vs Tau, especially Mounted Daemonettes and Furies. They'll reach enemy lines rapidly and can cause a lot of damage within Tau lines.

yes! I absolutely love furies! cheap... and effective... i'm planning either 2 units of 5-9... it seems that 5 does the trick against tau though and kind of screws up their whole line...



   
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I would never ever give up on tha night lords list just because you had a bad roll. It's actually a very very good list. Lord on a bike, Sorcerer on a bike, it's going to get into assault very quickly. Try a refused flank with this list. Also, with night lords don't hesitate to use the stealth adept. Get a unit of havoks, stick them in some nice cover...Booya
   
Made in us
Regular Dakkanaut






infiltrating heavy weapons is a gamble. If you can get them into the right spot, they can tear things apart, but can also be torn apart too. But in a 1000pt game, two hammerheads is 1/3 of his army, so you probably won't be seeing a pair of them. And a well tuned Shas'O and bodyguard can get close to 300pts as well.

-Hans

I hate making signatures:
Mainly because my sense of humor is as bad as my skill at this game. 
   
Made in ca
Been Around the Block




Québec

A cheap Lieutnant going solo with Power Weapon, Bolt Pistol, Infiltration, Frag Grenades, Daemonic Speed and Resilience can make 1st turn Charges reliably and will slaughter Tau in no time.
hmm... but what if the opponent gets the roll for 1st turn? there goes 10% of the points of my army... or am i wrong here??

Yeah, I forgot___you're going Vs Tau, they won't have a lot of trouble picking him off... But still, it's mightily useful to wreck Tau in melee. He'll need a lot of cover to hide behind and remains very fast.
   
Made in au
Land Raider Pilot on Cruise Control




Australia

I play chaos all the time (I'm a tau player). Obliterators trouble me, take 3. You're probably best off concentrating on shooting. Take 3 havoc squads, then take 2 troop squads with lascannons. My army doesn't really have a problem shooting at marines without being shot back, range is generally my problem. The hammerheads are generally exposed, try to win by killing them and then staying away from the rest of the army.

Chaos lords can be quite nasty to me if they catch my suits. Use him like you should use assault marines, as a deterent for anything getting too close. Tau are good at grabbing the objective in the last two turns, keep him alive and he'll be very useful to stop some of that.

109/20/22 w/d/l
Tournament: 25/5/5 
   
Made in us
Dakka Veteran





1000 points, eh? I'd run 2 hammerheads at that level. They're tough, but they can't withstand a lot of fire. Just a couple of glances and the thing is dead, loses its main gun or gets stunned (and blasted the next turn).

I'm not brushed up on all the chaos toys, but I'd imagine what works well for regulard marines should work for chaos, too. I'd start with a Mauleed-marine style base with 4-5 6 man lascannon/plasma guns squads. They have the range to hit his hammerheads just about anywhere they decide to poke their noses out, and are tough enough to survive several rounds of fire from crisis suits and such. Looking on army builder, the furies with tank hunter also look like they'd make a good hammerhead-suppressive firebase (don't face chaos much).

With those suppressing his hammerheads, the rest should go into assaulty stuff. I think I'd go for several small units as opposed to a couple large units, as you don't need many models to wipe out Tau stuff in close combat, and he can only target a finite number of units coming at him. Bikes have that nifty invulnerable save and can close quickly, a Chaos LT with jump pack or somesuch can advance and be protected by IC status.

Ideally, you'll advance on his position with a few assaulty squads and:

A: receive fire from his whole army. This should mean his tanks are exposed. With several lascannon shots and/or TH autocannons, you should hurt them.

B: receive fire from his army except the hammerheads. You'll easily survive this and either slaughter his land-based models or flush them out from behind cover where your firebase can get them.

I think the key is to pick units with speed and toughness for the assault element over numerous weak troops. I'd be curious to hear what you think he'll bring besides the hammerheads, as I think a solid fire base can shut them down fairly easily. Just make sure to deploy the firebase as far forward as possible to ensure you're in range with all your guns. Cover isn't so critical, as Tau have very few AP2/3 weapons you'll need to worry about.

I wouldn't bring vehicles. Two railguns means odds are good you'll just be handing your opponent VPs.

Holy thread Necromancy Batman. We just might have a new record. - Jayden63 commenting after someone responds to one of my battlereports from 27 months ago 
   
Made in ca
Fresh-Faced New User




all: thank you for your replys.

celtic pride: i havent given up on the nl list, i just want something a bit more balanced and tactically challenging if we do happen to roll escalation. i still am a nl player at heart

hans: in my current list loadout i have 2x7 man csm squads each with 3 autocannons, tank hunters vet skill, and infiltrate. if theres no tanks in sight i can bust up some firewarrior squads, forcing a fw morale test per each havoc squad on average. also, i have a hunch he'll use two hammerheads as he knows how impossible they were for me to kill and he will capitalize on this. i also haven't seen a souped up shas'o in quite some time...

kodo: thank you for the idea. i have utilized it and combined it with the fact that independent characters cannot be shot at if they are within 6" of another unit and are not the closest thing. he will be untouchable as long as i have some bodyguard units just in front of his position.

onlainari: yes, i agree, i quite enjoy obliterators. and i will try to use my HQ to take out suits before they can cause any problems. thank you for your input as a tau player, it is appreciated.

   
Made in ca
Fresh-Faced New User




Posted By Grimaldi on 02/26/2006 1:56 PM
1000 points, eh? I'd run 2 hammerheads at that level. They're tough, but they can't withstand a lot of fire. Just a couple of glances and the thing is dead, loses its main gun or gets stunned (and blasted the next turn).

I'm not brushed up on all the chaos toys, but I'd imagine what works well for regulard marines should work for chaos, too. I'd start with a Mauleed-marine style base with 4-5 6 man lascannon/plasma guns squads. They have the range to hit his hammerheads just about anywhere they decide to poke their noses out, and are tough enough to survive several rounds of fire from crisis suits and such. Looking on army builder, the furies with tank hunter also look like they'd make a good hammerhead-suppressive firebase (don't face chaos much).

With those suppressing his hammerheads, the rest should go into assaulty stuff. I think I'd go for several small units as opposed to a couple large units, as you don't need many models to wipe out Tau stuff in close combat, and he can only target a finite number of units coming at him. Bikes have that nifty invulnerable save and can close quickly, a Chaos LT with jump pack or somesuch can advance and be protected by IC status.

Ideally, you'll advance on his position with a few assaulty squads and:

A: receive fire from his whole army. This should mean his tanks are exposed. With several lascannon shots and/or TH autocannons, you should hurt them.

B: receive fire from his army except the hammerheads. You'll easily survive this and either slaughter his land-based models or flush them out from behind cover where your firebase can get them.

I think the key is to pick units with speed and toughness for the assault element over numerous weak troops. I'd be curious to hear what you think he'll bring besides the hammerheads, as I think a solid fire base can shut them down fairly easily. Just make sure to deploy the firebase as far forward as possible to ensure you're in range with all your guns. Cover isn't so critical, as Tau have very few AP2/3 weapons you'll need to worry about.

I wouldn't bring vehicles. Two railguns means odds are good you'll just be handing your opponent VPs.



Hi there Grimaldi, thanks for the reply!  well, i assume 2 hammerheads, 30-40 firewarriors, 3-6 crisis suits, an ethereal, and possibly, but really not probably, some stealth suits.

re: "I think the key is to pick units with speed and toughness for the assault element over numerous weak troops." >> well, thats kind of what i figured as well, but i tried a biker night lords list against him and got toasted twice. first time was escalation and was blown apart piecemeal, no competition. 1/3 of the time ie. when we play omega, i lose with the nl army. second time was alpha (no special rules) and i had 1x 5 man biker squad toasted immediately. got into combat with rest. but couldnt make consolidation moves and was destroyed step-by-step through rapidfire and ion cannon shots (which are death to 35 point bikers, st7 ap3  heavy 3) but then again, i had no way to stop his tanks, as they were never within line of sight to my tank hunting squads (3 squads of 5xcsm w. vet skill tank hunters and a lascannon).

indeed though, a solid fire base is what i'm going for with 2x 7csm havoc squads w. vet sk tank hunters and 3x autocanons a piece. i like your tactics and your ideas alot. thank you very much! (though, the immobility of these units and their concentratedness scares me a little)

with regards to the plas, without infiltration right up close (which would render the range of the lasc useless) it would be a huge waste of points, firewarriors are never within 24" if they can help it, as their weapon range is 30", outdistancing the bolter and plasmaguns, and crisis suits/ss are behind cover with no line of sight.

well, what do you think?

i made a pseudo beta beta list what do you give it? (and please all you others that have been so helpful give this list a whats what)

2x units of furies (high speed can root out hiding crisis/ss)

1x unit of tzeentch flamers (ridiculously good against firewarriors with 15 heavybolterish shots)

1x unit of marines with heavy bolter (to fill up other troop slot and hopefully draw at least a little bit of fire or to be ignored and later claim objectives whilst taking down 2-3 fw per turn)

1x unit of 5 bikers w.2x melta guns (instadeath crisis or lone tanks) and an icon to summon daemons [note: i'll hide this unit from any fire if at all possible, depending on terrain set up, its just a summoning tool at first)

2x 7csm havoc squads w. vet sk tank hunters and 3x autocanons a piece (fantastic for killing hammerheads and in times of need killing fws forcing morale tests etc)

lieutenant similar to whats above, coming in after the bikers, hopefully also behind cover and claiming independent character untouchable status.

(note: no points sorry, this is the tactics forum i believe and i don't want to upset anyone, i just want to give a general idea of what i'm thinking and what i have done with some of your ideas. also note, this army does not rely on infiltrating in any way shape or form, i have another list made up for that)

 

excited to hear what you all think!

 

   
Made in gb
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Flame On!

h.bolters are very good at killing firewarriors, but you dont need to use your heavy supports on h.bolters, the strength of tau isn't in firewarriors, its in suits and tanks. you need speed to get the suits, and volume of mid/high str shots to get the tanks.


things i love to see as a tau player:
land raider / other overly expensive tanks
lots of daemons, few icons
static marine squads
footslogging assault squads

things i hate to see
mounted daemonettes
furies
oblits
defiler with indirect
blood thirster
anything with speed/flight
bikes
bikes with icons
tankhunting autocannon
speed/infiltrate lords (non-stature) for first turn charge


notice the theme? the things i'd destroy are slow. the things i dislike are fast and combatty, or can negate my manouvering and still shoot me to bits (oblits deepstriking, and defiler indirect fire) or are particularly suited to cranking out glances on my tanks (the tank hunting autocannon)
   
Made in ca
Fresh-Faced New User




Posted By Spooky on 02/27/2006 2:52 AM
h.bolters are very good at killing firewarriors, but you dont need to use your heavy supports on h.bolters, the strength of tau isn't in firewarriors, its in suits and tanks. you need speed to get the suits, and volume of mid/high str shots to get the tanks.


things i love to see as a tau player:
land raider / other overly expensive tanks
lots of daemons, few icons
static marine squads
footslogging assault squads

things i hate to see
mounted daemonettes
furies
oblits
defiler with indirect
blood thirster
anything with speed/flight
bikes
bikes with icons
tankhunting autocannon
speed/infiltrate lords (non-stature) for first turn charge


notice the theme? the things i'd destroy are slow. the things i dislike are fast and combatty, or can negate my manouvering and still shoot me to bits (oblits deepstriking, and defiler indirect fire) or are particularly suited to cranking out glances on my tanks (the tank hunting autocannon)



sounds great to me! thank you very much for the input and advice, it is duly noted and greatly appreciated  so do you think my beta list would be a major challenge to combat, or just annoying, or easily defeatable? if you could change something what would you change? I really want to keep the furies, and possibly the flamers? or no flamers? the hvy bolter marine unit is kinda useless i suppose.. if i had enough points i'd get another unit of flamers..... any ideas on what to do about that? think 5 semi-hiding bikers would be tough to kill? or would they get destroyed and not be able to summon anything?

P.S. re: "speed/infiltrate lords (non-stature) for first turn charge" i know it would not make the tau player's day to see this... but on the 50/50 chance that he, not me, got first turn couldnt the lord just get blown away? i was thinking this: i could hide him in a unit of 5ish marines also infiltrating at the beginning of the battle. if the tau player gets first turn then now has about 6 marines to nuke to kill off that threat (mostly ignoring ac squads, a good thing). if the chaos player gets first turn, then simply make the ic leave the joined squad he's in at the beginning of the turn and use his speed/wings to assault and tie up the nearest unit, whilst his previous comrades advance and avoid the hail of fire from the tied up unit.

   
Made in gb
Regular Dakkanaut




Flame On!

thats why it has no stature.
without stature, it remains a normal size 2 model, (ie. not monsterous) so unless he joins it to a squad, i can't shoot it unless its the closest target. so it starts 19" away, behind a squad, it charges 19-24", oops auto-first turn charge.
   
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Fresh-Faced New User




it charges 19-24", oops auto-first turn charge.


how 19-24"?!?

speed = move 6, charge 12 = 18"
flight = move 12, charge 6 = 18"

if you have a way to make a lord charge 19-24" on the first turn that would be superfantastic! maybe i'm just missing an obvious configuration??

thanks spooky!

   
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Dakka Veteran




Have you considered a big deep-striking list, and after you get in there start expanding it with summoned demons? (forget what you need to summon)

yes, ihave done this in the past. but in an alpha mission (i believe those are the ones where you don't use any special rules) the list would be useless... we roll: 1,2-alpha 3,4-gamma 5,6-omega


Actually remember Drop Pods, and terminators can always be deployed as deepstrikers regardless of the mission, however in special missions (By special they Don't Mean Alpha) you would need your opponents permission. . .

Page 21 of space marine codex, bottom of second paragraph in the drop pod information. . .
   
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Have you considered a big deep-striking list, and after you get in there start expanding it with summoned demons? (forget what you need to summon)

yes, ihave done this in the past. but in an alpha mission (i believe those are the ones where you don't use any special rules) the list would be useless... we roll: 1,2-alpha 3,4-gamma 5,6-omega


Actually remember Drop Pods, and terminators can always be deployed as deepstrikers regardless of the mission, however in special missions (By special they Don't Mean Alpha) you would need your opponents permission. . .

Page 21 of space marine codex, bottom of second paragraph in the drop pod information. . .
   
Made in us
Dakka Veteran




Have you considered a big deep-striking list, and after you get in there start expanding it with summoned demons? (forget what you need to summon)

yes, ihave done this in the past. but in an alpha mission (i believe those are the ones where you don't use any special rules) the list would be useless... we roll: 1,2-alpha 3,4-gamma 5,6-omega


Actually remember Drop Pods, and terminators can always be deployed as deepstrikers regardless of the mission, however in special missions (By special they Don't Mean Alpha) you would need your opponents permission. . .

Page 21 of space marine codex, bottom of second paragraph in the drop pod information. . .
   
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Sorry about the copies, dakka is acting funky
   
Made in ca
Fresh-Faced New User




hi there citadel. thank you for the reply, but i'm playing chaos, not loyalist marines.

chaos doesn't get acess to drop pods (except in Imperial Armour i do believe, and they're 65pts a hit), as well, chaos terminators are not deployed the same as loyalist termies (ie. they do not always get to deepstrike regardless of the mission). tis' one of the things that separates the marine factions.

   
Made in gb
Regular Dakkanaut




Flame On!

speed gives you fleet.

size 2 (ie. non-stature) and infiltrate means you start on the board. d.speed means you move as cavalry (not that you become cavalary) so you start on the table, you infiltrate 12-18" away, can't be shot, and then charge 19-24"
   
Made in gb
Regular Dakkanaut




Flame On!

an alpha legion friend uses these 2 ****ers which tau dislike a lot:

Ratboy: LT with infiltrate, speed, lightning claws, frags - 96 pts
Ninjaboy: LT with infiltrate, speed, darkblade, furious charge, ccw, d.strength, frags, - 147

prices are approx. they're so cheap! ninjaboy is str8, init6 on the charge, the horrible creature that he is. ratboy is useful as he'll butcher dev squads and the like, they're both like cruise missiles, you point them at some infantry you dont want to deal with, they go off and destroy it.
   
Made in ca
Fresh-Faced New User




speed gives you fleet.

size 2 (ie. non-stature) and infiltrate means you start on the board. d.speed means you move as cavalry (not that you become cavalary) so you start on the table, you infiltrate 12-18" away, can't be shot, and then charge 19-24"


hey! i never noticed that before.... forgot that calvary can fleet in fourth.... mwahahahaha.... yet another trick to stuff up my sleeve! thanks spooky!


Mmmmmmmm... cruise misssiles....... *homerish tone of voice*
   
Made in gb
Sneaky Sniper Drone



Lancashire

Posted By Spooky on 03/01/2006 6:02 PM
an alpha legion friend uses these 2 ****ers which tau dislike a lot:

Ratboy: LT with infiltrate, speed, lightning claws, frags - 96 pts
Ninjaboy: LT with infiltrate, speed, darkblade, furious charge, ccw, d.strength, frags, - 117

Actually ninjaboy is ONLY 117pts......combine them with other infiltraters and you have unhappy tau players!!

   
Made in gb
Regular Dakkanaut




Flame On!

horrible *******
i hate them HQ's
even though they're only 2 wounds, they make me wanna railgun them, and i always go to great lengths to try and kill them
   
Made in us
Fresh-Faced New User




aotd, just like some previous posters have said autocannon havoks w/ tank hunters is awsome! for hq i would condsider a speed lord with a Ether lance, power weapon and a flame template to boot! consider dropping termies with a few pfists, in general large squads are good, no landraiders or other tanks of that sort, they'll be nuked in 1 or 2 turns, consider a indirect defiler or a cc dread, and may the dice gods favor you!
   
Made in hu
Fresh-Faced New User




Hmm, maybe makin those Lts. more resilient would help against Kroot charges. Also addin some tankbustin powa.
Like this:
Chaos Lt.
Deaemonic Speed, Armour, Resilience,
Bionics, Melta-bombs, Frag Grenades
Infiltrate, 2x Lightning Claws
146 pts

It can also kill 2 marines per turn, and if they dont have da Pfist, it cannot really be hurt. The more skilled the opponent, the more likely, that they dont equip their long range squads with power weapons and like.
   
 
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