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		<title><![CDATA[Latest posts for the thread "Tau VS Master of Ordinance"]]></title>
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				<title>Tau VS Master of Ordinance</title>
				<description><![CDATA[ I play most of my games against a friend of mine who plays Imperial Guard. We are new collectors (and broke university students) so our armies are smaller and limited. He always makes one of his Company Command Squad a Master of Ordinance in order to park it in the back of his platoon and take a free ordinance blast against my army every turn.  Obviously its not the most accurate attack in the world but at least once a round he ends up landing a good hit that takes out either a chunk of fire warriors or my hammerhead, etc. <br /> <br /> I currently have in my possession:<br /> 1 Hammerhead Gunship w/ Railgun<br /> 2 squads of 12 fire warriors and 2 gun drones<br /> 1 squad of 10 Kroot Carnivores<br /> 1 Crisis Battlesuit<br /> 3 Stealth Suits and a Marker drone.<br /> <br /> Are there any good tactics I could use to take out his command squad with his master of Ordinance? My only thoughts are to infiltrate the stealth team and try and keep far enough away to gain the benefits of the stealth field generators, and shoot at him but I have a feeling his infantry squads and Leman Russ would make short work of me.<br /> <br /> I've also considered the aspect of using my Hammerhead's Sub munition but I'm usually too busy taking out his Leman Russ and Valkyrie. Any advice would help. Thanks.]]></description>
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				<pubDate><![CDATA[Fri, 9 Oct 2009 02:17:31]]> GMT</pubDate>
				<author><![CDATA[ Mr 4 Strings]]></author>
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				<title>Tau VS Master of Ordinance</title>
				<description><![CDATA[ onlything i can say  is try using the kroot to go get him   with either outflanking  or infiltrating =/<br /> <br /> <br /> or  get a devilfish  load up  and rapid fire his arse to the ground   <br /> <br /> <br /> im not sure though  im not a tau player]]></description>
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				<pubDate><![CDATA[Fri, 9 Oct 2009 03:49:51]]> GMT</pubDate>
				<author><![CDATA[ zachwho]]></author>
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				<title>Tau VS Master of Ordinance</title>
				<description><![CDATA[ As soon as you get some Devilfish you'll be fine. Until then, have the Kroot hug cover and sneak out to them. You don't even need to get to melee, just shoot enough at his <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> that he has to move it (making him unable to fire). <br /> <br /> To be honest, your army is missing something in every squad to make them worthwhile. The Firewarriors are missing their Devilfish, you want an actual squad of Crisis Suits, the Stealthsuits are going to want more Marker Drones (you have to convert these) and a Markerlight, and the Kroot may more may-not want Kroot Hounds depending on whether you are using them for melee.<br /> <br /> Since you are working on a budget, Devilfish are the most important, followed by the Crisis Suits.]]></description>
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				<pubDate><![CDATA[Fri, 9 Oct 2009 04:38:59]]> GMT</pubDate>
				<author><![CDATA[ DarkHound]]></author>
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				<title>Tau VS Master of Ordinance</title>
				<description><![CDATA[ Thanks for the advice. I actually do have a devilfish (I mistakenly forgot to mention it, sorry. ) Essentially I have the starter battleset as well as a hammerhead gunship and extra fire warrior squad. The problem I have with my devilfish is that it ultimately gets destroyedby heavy weapons squadrons, the Leman Russ, or the Master of Ordinance before it reaches the Imperial Guard's army.]]></description>
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				<pubDate><![CDATA[Fri, 9 Oct 2009 04:52:01]]> GMT</pubDate>
				<author><![CDATA[ Mr 4 Strings]]></author>
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				<title>Tau VS Master of Ordinance</title>
				<description><![CDATA[ Do you have disruption pods? In a Guard vs Tau game, the first turn is crucial. You need to be able to eliminate as many of those targets as possible. Have the Kroot infiltrate to threaten the Heavy Weapons, have the Hammerhead shoot that Leman Russ (go for the side armor). Your Devilfish can move 24" regardless of terrain. Even if you have to wait two turns, bringing that Fish screaming directly into his lines and unloading 12 rapid firing Firewarriors will break an infantry core Guard at this points level.<br /> <br /> All you need to do against Guard is pair up what threatens you with the unit that will counter it.]]></description>
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				<pubDate><![CDATA[Fri, 9 Oct 2009 05:34:12]]> GMT</pubDate>
				<author><![CDATA[ DarkHound]]></author>
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				<title>Tau VS Master of Ordinance</title>
				<description><![CDATA[ Sub munition the <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>ccs</span></span> with enough <span class="glossaryitem" onmouseover='gp(328);'>ml</span> hits to totally negate cover. You will make a mess of it, and if it survives,he will lose the next turn of shooting due to him trying to hide that squad anywhere you can't do that again. <br /> <br /> Also: devilfish move 12" a turn, not 24".]]></description>
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				<pubDate><![CDATA[Fri, 9 Oct 2009 07:27:10]]> GMT</pubDate>
				<author><![CDATA[ 0ldsk00l]]></author>
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				<title>Tau VS Master of Ordinance</title>
				<description><![CDATA[ Hug cover or get close enough that he risks scattering onto his own men - though that's not really your army's playing style right now.<br /> <br /> If you can grab a Broadside when you're at your <span class="glossaryitem" onmouseover='gp(38);'>FLGS</span> next. It can concentrate on blowing up the Russ so your Hammerhead can get a few submunition rounds away at the command squad. <br /> <br /> Or risk deepstriking your stealth-team close enough to get rid of it (and watch it die horrifically in the following turns). ]]></description>
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				<pubDate><![CDATA[Fri, 9 Oct 2009 15:17:23]]> GMT</pubDate>
				<author><![CDATA[ orchewer]]></author>
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				<title>Tau VS Master of Ordinance</title>
				<description><![CDATA[ <blockquote><div><cite>DarkHound wrote:</cite>Do you have disruption pods? In a Guard vs Tau game, the first turn is crucial. You need to be able to eliminate as many of those targets as possible. Have the Kroot infiltrate to threaten the Heavy Weapons, have the Hammerhead shoot that Leman Russ (go for the side armor). Your Devilfish can move 24" regardless of terrain. Even if you have to wait two turns, bringing that Fish screaming directly into his lines and unloading 12 rapid firing Firewarriors will break an infantry core Guard at this points level.<br /> <br /> All you need to do against Guard is pair up what threatens you with the unit that will counter it.</div></blockquote><br /> <br /> <br /> Ummm a devilfish can never move more than 12".  It can fire like a fast transport but does not move like a fast transport.  A broadside would be an excellent thing to pick up.  Twinlinked Railguns almost guarantee a hit except when your dice hate you and you need to get a hit.  This will allow you to dump pie plates with your hammerhead and take out heavy weapon teams and the command squad.<br /> <br /> Devilfish with disruption pods will help protect your firewarriors.  Set up target prioritization and take out the Command Squad, the Lehman Russ then the heavy weapon squads.  The rest of the army will die from concentrated firewarrior shooting or the submunitions from the hammerhead.  <br /> <br /> A Crisis suit with missilepods would also help you take out a lot of heavy weapon teams as well.]]></description>
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				<pubDate><![CDATA[Fri, 9 Oct 2009 16:02:20]]> GMT</pubDate>
				<author><![CDATA[ rogueeyes]]></author>
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				<title>Tau VS Master of Ordinance</title>
				<description><![CDATA[ <blockquote><div><cite>0ldsk00l wrote:</cite>Sub munition the <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>ccs</span></span> with enough <span class="glossaryitem" onmouseover='gp(328);'>ml</span> hits to totally negate cover. You will make a mess of it, and if it survives,he will lose the next turn of shooting due to him trying to hide that squad anywhere you can't do that again. <br /> <br /> Also: devilfish move 12" a turn, not 24".</div></blockquote>This. Convert a couple Gun-Drones into 2 more Marker-Drones, and stick them on your Stealthteam. They cost about the same as 6(maybe 7?) Pathfinders and a Warfish, have 2 less Markerlights, but are vastly easier to use and simply impossible to kill. By jumping into and out of the 36" range of the Markerlight you stay out of the maximum range they can see you, due to your Stealth Armor.<br /> <br /> Whoops, that was a big mistake on my part. Yes, 12" it is.]]></description>
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				<pubDate><![CDATA[Sat, 10 Oct 2009 03:43:31]]> GMT</pubDate>
				<author><![CDATA[ DarkHound]]></author>
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				<title>Tau VS Master of Ordinance</title>
				<description><![CDATA[ The best tactic I have seen is a full unit of stealthsuits [6] each with 2 gun drones and a bonding knife, deepstrike and get 36+ shots at a unit [<span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>ccs</span></span> in this case], not much can handle that much firepower <span class="glossaryitem" onmouseover='gp(471);'>DS</span> behind its lines. comes out to be around 300pts.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sat, 10 Oct 2009 03:47:32]]> GMT</pubDate>
				<author><![CDATA[ Squig_herder]]></author>
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				<title>Tau VS Master of Ordinance</title>
				<description><![CDATA[ nevermind i'm dumb.]]></description>
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				<pubDate><![CDATA[Sat, 10 Oct 2009 17:54:07]]> GMT</pubDate>
				<author><![CDATA[ evilsponge]]></author>
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