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		<title><![CDATA[Latest posts for the thread "Best way for tau to beat SM"]]></title>
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				<title>Best way for tau to beat SM</title>
				<description><![CDATA[ Tactics as tau on how to kill annoyng space marines?]]></description>
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				<pubDate><![CDATA[Mon, 22 Feb 2010 02:48:51]]> GMT</pubDate>
				<author><![CDATA[ phoneix lord kandras]]></author>
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				<title>Re:Best way for tau to beat SM</title>
				<description><![CDATA[ well that is a very broad question. there can be many types of Sm armies out there. Is there a specific army varient that is causing you trouble? Also an idea of what your current roster is so we know what to work with would be nice.]]></description>
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				<pubDate><![CDATA[Mon, 22 Feb 2010 03:05:24]]> GMT</pubDate>
				<author><![CDATA[ Melchiour]]></author>
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				<title>Best way for tau to beat SM</title>
				<description><![CDATA[ I agree with mechiour. there's going to be a huge differnce depending on what you play (mech, hybrid, ninja, or static) and they play (drop pod heavy, mech, etc). ]]></description>
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				<pubDate><![CDATA[Mon, 22 Feb 2010 03:11:52]]> GMT</pubDate>
				<author><![CDATA[ Fiercegoldfish]]></author>
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				<title>Re:Best way for tau to beat SM</title>
				<description><![CDATA[ Surrender immediately and hope they go easy on you?<br /> It's like a moral victory?<br /> <br /> <br /> <br /> Silly Tau.]]></description>
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				<pubDate><![CDATA[Mon, 22 Feb 2010 05:44:28]]> GMT</pubDate>
				<author><![CDATA[ The Great Enemy]]></author>
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				<title>Best way for tau to beat SM</title>
				<description><![CDATA[ <blockquote><div><cite>phoneix lord kandras wrote:</cite>Tactics as tau on how to kill annoyng space marines?</div></blockquote><br /> <br /> railguns. lots and lots of railguns.]]></description>
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				<pubDate><![CDATA[Mon, 22 Feb 2010 06:22:01]]> GMT</pubDate>
				<author><![CDATA[ IggyEssEmManlyMan]]></author>
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				<title>Re:Best way for tau to beat SM</title>
				<description><![CDATA[ A squad of three broadsides with railguns and at least one ionhead. Also some Sniper Drones never hurt, though they're near useless in other lists.<br /> <br /> Pinning tests are good too if you use Markerlights to reduce <span class="glossaryitem" onmouseover='gp(82);'>LD</span>.]]></description>
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				<pubDate><![CDATA[Mon, 22 Feb 2010 06:32:00]]> GMT</pubDate>
				<author><![CDATA[ Lorgar's_Blessed]]></author>
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				<title>Best way for tau to beat SM</title>
				<description><![CDATA[ easy:<br /> <br /> Your facing range, little close combat (lots of vindi/land raider/devastators) you'll need fast moving numbers that can pull off havok.<br /> <br /> I'd suggest piranahs.<br /> <span class="glossaryitem" onmouseover='gp(19);'>CC</span>? I'd suggest alot of long range blast weapons.<br /> <br /> Mixed? well, screw it! you just need range.<br /> <br /> mixed <span class="glossaryitem" onmouseover='gp(119);'>SM</span> really don't work, I mean, they'll offer great mixed coverage, but in the hands of one of the (many) inexperienced mixed players will end up with around 30 dead marines in the first turn.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 22 Feb 2010 06:39:44]]> GMT</pubDate>
				<author><![CDATA[ Captain Solon]]></author>
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				<title>Re:Best way for tau to beat SM</title>
				<description><![CDATA[ Plasma.]]></description>
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				<pubDate><![CDATA[Mon, 22 Feb 2010 11:59:38]]> GMT</pubDate>
				<author><![CDATA[ Mr. Mayhem]]></author>
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				<title>Best way for tau to beat SM</title>
				<description><![CDATA[ Plasma<br /> <br /> More Plasma<br /> <br /> Yet more Plasma<br /> <br /> If still confused add more Plasma]]></description>
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				<pubDate><![CDATA[Mon, 22 Feb 2010 17:56:23]]> GMT</pubDate>
				<author><![CDATA[ schadenfreude]]></author>
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				<title>Best way for tau to beat SM</title>
				<description><![CDATA[ Markerlights and plasma ad nauseam]]></description>
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				<pubDate><![CDATA[Mon, 22 Feb 2010 21:42:11]]> GMT</pubDate>
				<author><![CDATA[ Aftersong]]></author>
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				<title>Best way for tau to beat SM</title>
				<description><![CDATA[ They cant hit a barn with a car. Best you throw yourself off a cliff you mutant xeno scum.<br /> <br /> <br /> <br /> <span class="glossaryitem" onmouseover='gp(442);'>PS</span>. Keep out of <span class="glossaryitem" onmouseover='gp(119);'>SM</span> close combat and you might have a chance.    Kroot are meat shields.]]></description>
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				<pubDate><![CDATA[Mon, 22 Feb 2010 21:50:15]]> GMT</pubDate>
				<author><![CDATA[ Tauzor]]></author>
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				<title>Re:Best way for tau to beat SM</title>
				<description><![CDATA[ Keep moving. Give everything transports, and just stay manouverable. try to take out transports as fast as possible. If the marines have to walk around they will never catch tau. Disruption pods really help protect vehicles and if you have the points give devilfish <span class="glossaryitem" onmouseover='gp(388);'>SMS</span> then sit them out of <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> and keep shooting. Unless you have a good reason keep the <span class="glossaryitem" onmouseover='gp(39);'>FW</span> inside transports, they can be very helpful in the last two turns once the table has cleared a bit.]]></description>
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				<pubDate><![CDATA[Mon, 22 Feb 2010 21:55:36]]> GMT</pubDate>
				<author><![CDATA[ 4M2A]]></author>
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				<title>Re:Best way for tau to beat SM</title>
				<description><![CDATA[ rhinos/razorbacks/land speeders/dreadnoughts - missile pods<br /> <br /> land raiders/ironclad dreadnoughts/predators/vindicators - railguns, fusion blasters<br /> <br /> bikes/terminators/marines - plasma rifles, smart missile systems, pulse rifles (last resort)<br /> <br /> <br /> If your space marine opponent is giving you trouble, take these weapons in accordance with what ratio of these units he is using against you.  Learn good target priority, shoot to destroy his mobility, then redeploy, then finish him off.]]></description>
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				<pubDate><![CDATA[Mon, 22 Feb 2010 22:06:57]]> GMT</pubDate>
				<author><![CDATA[ Shep]]></author>
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				<title>Best way for tau to beat SM</title>
				<description><![CDATA[ Concentrate fire.  If you score two burst cannon hits on a <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad, they're gonna save them.  If you score twenty pulse rifle, kroot rifle, missle pod, burst cannon, whatever-else-is-available hits on that <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad, they're gonna die in large numbers.  Also, use plasma and markerlights and maybe sniper drones if you just want to kill marines.  Try and pin them with the drones using markerlights.  And if you think you are able to, use helios suits-plasma/fusion.  A squad of three will wreck marines...with marker support.  But be careful of their close range.]]></description>
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				<pubDate><![CDATA[Tue, 23 Feb 2010 02:58:00]]> GMT</pubDate>
				<author><![CDATA[ Yorick_of_Tau]]></author>
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				<title>Best way for tau to beat SM</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(558);'>Deathrains</span> (<span class="glossaryitem" onmouseover='gp(126);'>TL</span> Missile Pods) can kill his transports very effectively.<br /> <br /> Helioses (Fusion Blaster and Plasma Rifle) make marines, terminators, and multi-wound T4 characters cry.<br /> <br /> Fireknives (Missile Pods and Plasma Rifle) can do both of these jobs. Some argue that they're too inefficient to be worth the cost. They're the closest thing in <span class="glossaryitem" onmouseover='gp(3);'>40K</span> to a jack of all trades unit that doesn't suck. I like using them because they can fill the holes left by bad rolling from the <span class="glossaryitem" onmouseover='gp(558);'>Deathrain</span> or the Helios teams.<br /> <br /> Ionheads are meh. Bring a Railhead everytime; the submunition will kill more marines than the ion cannon...but as always, <span class="glossaryitem" onmouseover='gp(274);'>YMMV</span>.<br /> <br /> Broadsides and Piranhas with a Fusion Blaster are the definite choices for AV14 work. Give your Broadsides shield drones. Lascannons and other nasty things like to shoot at them.<br /> <br /> Markerlight assisted Fire Warriors can hurt things, but if you do this, you'd better not have any other choice or make sure nothing will remain to lash back at them. Keep them in their transports and only let them out when it's safe to play. I'd have a minimum sized squad in a Devilfish for objective grabbing and then, if I have the points, a full sized squad in another Devilfish for the same task, plus rapid firing something to hell if the need arises.<br /> <br /> Kroot are your troop choices you want to be running around. They're cheap enough to lose if the worst comes to worst, and with a good number of Kroot Hounds you can do some damage if you have to assault. Bring Kroot.<br /> <br /> Stealth Teams are mediocre at best against Marines...if you bring them, bring 3 and give them Marker drones to have a back up to your Pathfinders.<br /> <br /> You are bringing Pathfinders, aren't you?<br /> <br /> Give your Shas'O (or Shas'<span class="glossaryitem" onmouseover='gp(555);'>El</span> depending on point level) an Aurora loadout (<span class="glossaryitem" onmouseover='gp(268);'>CIB</span> and a Plasma Rifle) and a couple of shield drones.<br /> <br /> This army list is a good place to start. I've had pretty good success against Marine players with a healthy mix of the units listed here.]]></description>
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				<pubDate><![CDATA[Tue, 23 Feb 2010 05:02:18]]> GMT</pubDate>
				<author><![CDATA[ RogueFox]]></author>
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