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		<title><![CDATA[Latest posts for the thread "Tau vs MEQ"]]></title>
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				<title>Tau vs MEQ</title>
				<description><![CDATA[ So if you're a tau player then you obviously know the inherent difficulties that come with facing <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>, as well as <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span>:<br /> 1. No power weapons<br /> 2. No viable way to fire insane amounts of small arms fire without extremely high risk<br /> 3. Not enough low <span class="glossaryitem" onmouseover='gp(6);'>AP</span> weapons/too expensive<br /> <br /> Potential Solutions:<br /> -Devilfish get 2 rail rifles embedded in their hulls for passengers to use<br /> -Pulse carbine gets assault 2-3 and 18"<br /> -Ion cannon becomes Heavy 4-5/blast and <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 2<br /> -Vespids become 5++ and guns become Assault 2 at 18"<br /> -Pulse weapons inflict -1 to saves forced by wounds<br /> -Burst cannon becomes Assault 4-5<br /> -Kroot shapers can take power weapons<br /> -Hammerhead template becomes <span class="glossaryitem" onmouseover='gp(171);'>St</span> 7 <span class="glossaryitem" onmouseover='gp(6);'>Ap</span> 2<br /> -Main railgun has targeting <span class="glossaryitem" onmouseover='gp(416);'>JotWW</span>-esque style<br /> <br /> Thoughts?<br /> not saying all should be done, but just throwing out some ideas]]></description>
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				<pubDate><![CDATA[Fri, 13 May 2011 03:49:39]]> GMT</pubDate>
				<author><![CDATA[ rockprime]]></author>
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				<title>Re:Tau vs MEQ</title>
				<description><![CDATA[ I would not say the Tau are completely out of being able to fight against either one. I would say that it is perhaps difficult to tailor a list that is suitable for both armies, like during a campaign or at a tournament. But you are right that either way we still struggle a little bit, even on a one on one friendly match. But I say thats what makes the Tau so fun, really trying to use tactics and come up with a viable army. Right now I would say that I agree that it would be nice and make things easir if we could get some more low <span class="glossaryitem" onmouseover='gp(6);'>AP</span> weaponry, or at least let the PR get more shots. Or I always thought itd be cool if they said something like "now that the tau population is increasing and the Empire growing theyve come to develop new tactics for fighting the other races, so instead of having a three man crisis suit team you have 4." But <span class="glossaryitem" onmouseover='gp(269);'>id</span> just prefer better low <span class="glossaryitem" onmouseover='gp(6);'>AP</span> weaponry for the price we pay for each suit. Im sure that whatever they come up with for the new codex it will be sure to add a new challenge for us followers of the Greater Good!]]></description>
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				<pubDate><![CDATA[Fri, 13 May 2011 04:42:39]]> GMT</pubDate>
				<author><![CDATA[ darkcloud92]]></author>
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				<title>Re:Tau vs MEQ</title>
				<description><![CDATA[ Just about all of the "upgrades" you listed are overpowered and ridiculous, and I doubt that you would ever be able to find somebody who has any amount of experience playing this game who would allow you to field any of these ridiculous rule changes. Why don't you just be patient and wait for your codex update instead of QQing about how can't figure out how to beat marines?]]></description>
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				<pubDate><![CDATA[Fri, 13 May 2011 09:15:06]]> GMT</pubDate>
				<author><![CDATA[ Darkjediben]]></author>
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				<title>Tau vs MEQ</title>
				<description><![CDATA[ Marines are quite easy to take out for Tau to be honest...<br /> <br /> You just have to focus on a squad per turn and just whittle each one down. Don't split fire if possible.<br /> <br /> Take out transports (Something we do with ease) and then just stay out of range and plink away at them.<br /> <br /> Granted it can be difficult it is not something we struggle with...<br /> <br /> Horde lists however...]]></description>
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				<pubDate><![CDATA[Fri, 13 May 2011 09:20:58]]> GMT</pubDate>
				<author><![CDATA[ gr1m_dan]]></author>
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				<title>Tau vs MEQ</title>
				<description><![CDATA[ Currently against marines I like to use Helios Suits and then focus on the Dakka im going to dish out with my troops.]]></description>
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				<pubDate><![CDATA[Fri, 13 May 2011 12:31:40]]> GMT</pubDate>
				<author><![CDATA[ Daemonhound63]]></author>
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				<title>Tau vs MEQ</title>
				<description><![CDATA[ Your Ideas here kill Tau Empires original purpose.]]></description>
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				<pubDate><![CDATA[Fri, 13 May 2011 15:52:07]]> GMT</pubDate>
				<author><![CDATA[ Jone96]]></author>
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				<title>Tau vs MEQ</title>
				<description><![CDATA[ <blockquote><div><cite>Jone96 wrote:</cite>Your Ideas here kill Tau Empires original purpose.</div></blockquote><br /> <br /> enlighten me. I'm not asking for assault units or more durable units, which are the only main thing that goes against Tau philosophy.<br /> <br /> <blockquote><div><cite>gr1m_dan wrote:</cite>Marines are quite easy to take out for Tau to be honest... <br /> <br /> You just have to focus on a squad per turn and just whittle each one down. Don't split fire if possible. <br /> <br /> Take out transports (Something we do with ease) and then just stay out of range and plink away at them. <br /> <br /> Granted it can be difficult it is not something we struggle with... <br /> <br /> Horde lists however...</div></blockquote><br /> <br /> honestly, i find horde much, much easier to play against than marines because of all the things we have against them, like the flurry of blast templates with hammerheads, while having the ability to actually pierce their armor. And the part about focusing on a squad per turn: look at most other armies in the game. Do they have to dedicate their entire army just to kill a squad of 5-10 marines? Do they have to equip a 25 pt model with 37 pts of wargear, just so it can maybe kill a marine 1/2 of the time, out of cover, while being in rapid fire range? I'm not saying that it's not possible. I'm saying that in order to make a list that does fairly well against marines, one has to forsake a build that is more of an all-comers list as opposed to a tailored one. If your build has worked, please share.]]></description>
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				<pubDate><![CDATA[Sat, 14 May 2011 11:55:21]]> GMT</pubDate>
				<author><![CDATA[ rockprime]]></author>
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				<title>Tau vs MEQ</title>
				<description><![CDATA[ The only change I can see a railgun having is to a solid shot:<br /> <br /> Railgun initially fires a solid shot at S10 AP1 in the style of <span class="glossaryitem" onmouseover='gp(416);'>JotWW</span>, with a line where you want it. If the first model hit dies, then the next in line takes a hit at S9 AP2, and if that dies the next at S8 AP3 and so on and so forth until the next model survives, it hits a unit it cannot harm, or it hits terrain.<br /> <br /> Vehicles will function similarly, except that the solid shot will only continue onwards if the vehicle is destroyed; if the vehicle is immobilised or has a weapon destroyed that does not cause the vehicle to become destroyed, then it is assumed that the shot was deflected or did not strike enough to pierce the armour, however the impact from the hit will cause the vehicle to also become shaken.<br /> <br /> Ways of stopping the shot:<br /> Sucessful Armour/Invulnerable/Cover save made against the shot.<br /> The shot hits intervening terrain.<br /> The shot fails to wound/glance/penetrate.<br /> The shot cannot harm the model.]]></description>
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				<pubDate><![CDATA[Sat, 14 May 2011 22:16:18]]> GMT</pubDate>
				<author><![CDATA[ Avatar 720]]></author>
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				<title>Tau vs MEQ</title>
				<description><![CDATA[ <blockquote class="uncited"><div>-Devilfish get 2 rail rifles embedded in their hulls for passengers to use<br /> </div></blockquote>Good as an upgrade for Pathfinder Devilfishes only<br /> <br /> <blockquote class="uncited"><div>-Pulse carbine gets assault 2-3 and 18"<br /> -Kroot shapers can take power weapons</div></blockquote>Fine<br /> <br /> <blockquote class="uncited"><div>-Ion cannon becomes Heavy 4-5/blast and <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 2<br /> -Vespids become 5++ and guns become Assault 2 at 18"<br /> -Pulse weapons inflict -1 to saves forced by wounds<br /> -Burst cannon becomes Assault 4-5<br /> -Hammerhead template becomes <span class="glossaryitem" onmouseover='gp(171);'>St</span> 7 <span class="glossaryitem" onmouseover='gp(6);'>Ap</span> 2</div></blockquote>These suggestions are silly.<br /> <br /> <blockquote class="uncited"><div>-Main railgun has targeting <span class="glossaryitem" onmouseover='gp(416);'>JotWW</span>-esque style<br /> </div></blockquote>Interesting idea but would be very difficult to implement. With a single shot causing anywhere from 1-10 hits, you're looking at a massive price increase.]]></description>
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				<pubDate><![CDATA[Sun, 15 May 2011 14:30:02]]> GMT</pubDate>
				<author><![CDATA[ Xarian]]></author>
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				<title>Tau vs MEQ</title>
				<description><![CDATA[ I don't think there is anything wrong with Tau weaponry. In fact I don't think there's a whole lot that needs to be changed offensively. I can take out rhinos with fire warriors for feth's sake! Offensively my mech-suit/marker light madness is a force to be reckoned with, not to mention the 6 broadsides rocking 6 shield drones, taking out any vehicle on the board.<br /> <br /> Now DEFENSIVELY, yeah there could be some improvements. Getting insta-killed is a HUGE issue for Tau.<br /> <br /> Honestly, as a Tau player, I hope not a whole lot Stat-wise changes. Tau are balanced. What they lack in defense and strength they make up for in sheer firepower. <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 10 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 1 72" shot and twin linked? Damn straight. <br /> <br /> <br /> I'd have a nasty army if it weren't for the dice-gods hating me so much. Penetration rolls are not a problem, of course. But damage rolls, ya darn tootin' I'm rolling 1s and 2s.]]></description>
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				<pubDate><![CDATA[Mon, 16 May 2011 00:42:09]]> GMT</pubDate>
				<author><![CDATA[ DickBandit]]></author>
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				<title>Re:Tau vs MEQ</title>
				<description><![CDATA[ Some ideas I would like to see for Tau in a new codex (I don't currently have my codex in front of me, so some of the point values are approximate, from memory). Again, these are just ideas so discussion is welcome on these:<br /> <br /> Firewarrior squad decreased to 100 pts for 1 Team Leader and 11 Firewarriors. May change to Carbine armed for free, Carbines are 18" <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 5 <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 5 Assault 2, Pinning. All Team Leaders and <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> (including for other types of units such as Broadsides, Crisis Suits, etc) have Markerlights (which are changed). Ability to buy up to 2 drones from the following list:<br /> <li>Gun Drone (same as current, with new carbine stats above) for 10 pts (up to 2)</li><li>Burst Cannon Drone for 10 points (up to 2)</li><li>Twinlinked <span class="glossaryitem" onmouseover='gp(518);'>MP</span> Drone for 15 points (up to 2)</li><li>Twinlinked PR Drone for 20 points (up to 2)</li><li>Shield Drone, gives entire <span class="glossaryitem" onmouseover='gp(39);'>FW</span> team a 6+ invulnerable save for ~20 points (limit 1)</li><li>Target Assist Drone, gives entire <span class="glossaryitem" onmouseover='gp(39);'>FW</span> team (and drones) +1 <span class="glossaryitem" onmouseover='gp(14);'>BS</span> for ~20 points (limit 1)</li><li>No Markerlight Drone</li><br /> Also, allowed to buy Devilfish transport for ~55 points. Allow upgrades to Gun Drones to the <span class="glossaryitem" onmouseover='gp(126);'>TL</span> <span class="glossaryitem" onmouseover='gp(518);'>MP</span> or <span class="glossaryitem" onmouseover='gp(126);'>TL</span> PR drones for appropriate point point upgrades (+5 per <span class="glossaryitem" onmouseover='gp(518);'>MP</span> drone, +10 per PR drone). Remove Seeker Missile upgrades. Other upgrades essentially unchanged. This puts a decked out <span class="glossaryitem" onmouseover='gp(39);'>FW</span> team at ~200 points. This allows them to be more points effective with more direct use weapons available.<br /> <br /> A Crisis Suit team is 1 Team Leader with the ability to buy 0-2 Crisis Suits. Give all Crisis Suits <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 4. Base Load out for Crisis Suits to be PR, <span class="glossaryitem" onmouseover='gp(518);'>MP</span>, Multitracker (same cost as current for that load-out as in the current codex). May exchange these weapon loadouts for the various other weapons available, for variable point costs. Upgrade to <span class="glossaryitem" onmouseover='gp(126);'>TL</span> PR w/ Targeting Array for +15 points, or <span class="glossaryitem" onmouseover='gp(126);'>TL</span> <span class="glossaryitem" onmouseover='gp(518);'>MP</span> w/ Targeting Array for +10 points. Allow Crisis Suits to buy Drones from the above list. Allow 1 Crisis Suit team (all members) per army to be upgraded to have 1 Power Weapon, 1 Flamer, and Heavy Armor (2+ Armor Save) for ~15-20 points each (losing PR and <span class="glossaryitem" onmouseover='gp(518);'>MP</span> and Multitracker). May upgrade Team Leader to Power Fist for +5 points for this specialty unit. Allow 1 Crisis Suit Commander and his 0-2 Bodyguards to take the Assault Upgrade, with Commander allowed Power Fist. Additionally, Shas'<span class="glossaryitem" onmouseover='gp(555);'>El</span>/Shas'O may take Tau Shock Grenades for ~20 points which roll a <span class="glossaryitem" onmouseover='gp(24);'>D6</span> on assault: <li>1 - No effect</li><li>2-3 - Target unit has -1 Initiative (min 1)</li><li>4-5 - Target unit has -1 <span class="glossaryitem" onmouseover='gp(149);'>WS</span> (min 1)</li><li>6 - Target unit's members each lose 1 attack (min 1)</li><br /> <br /> Broadsides upgraded to be <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 4. Team Leader plus 0-2 Broadsides. Allow them to buy drones as per Crisis Suits. No other changes.<br /> <br /> Allow 1-3 Hammerheads and 1-3 Skyrays to be taken in each heavy slot.<br /> <br /> Drop Hammerheads by ~10-20 points each, keep same stats and upgrades (except Seeker Missile). Keeps them in contention with Broadsides, but allows a choice. May buy drone upgrades as per Devilfish.<br /> <br /> Skyrays are greatly changed. Remove the Seeker Missile Upgrade from other vehicles, but Seeker Missiles on the Skyray act as Multiple Blast that any Team Leader may call in using his Marker Light (Range 36", <span class="glossaryitem" onmouseover='gp(123);'>Str</span>*, <span class="glossaryitem" onmouseover='gp(6);'>AP</span> -, Rapid Fire). The <span class="glossaryitem" onmouseover='gp(123);'>Str</span>* is to call in a missile strike, the Rapid Fire is to denote Final Protective Fire type situations. The strike hits with 72" <span class="glossaryitem" onmouseover='gp(123);'>Str</span> 8 Ap3 Heavy 1, Multiple Barrage, 2D3 Blasts. No more 1 shot missiles. May fire itself if it pays +5 points for a markerlight pod. May only fire with markerlight targeting. Obviously each vehicle may only fire once per turn, so multiple strikes would require multiple vehicles, including for the Rapid Fire FPF. Keep the Smart Missile System. Allowed to buy upgrades as per current codex. ~165 points each.<br /> <br /> Give Vespids Rending in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, better range on their gun.<br /> <br /> Give Kroot Scout, Furious Charge, and Stubborn. And the Knarloc as a Heavy Support Choice.<br /> <br /> A new client race?<br /> <br /> A Monstrous Creature walker/mech as an Elite. What I was thinking was a Super Crisis Suit, similar to a Dread Knight.<br /> <br /> These are just some ideas to make Tau more competitive, and would make them much more effective.<br /> <br /> Fluff reasons is that since the Tau have had to fight the Humans more and more, they have had no choice but to evolve their tactics... For the greater good.]]></description>
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				<pubDate><![CDATA[Mon, 16 May 2011 20:58:22]]> GMT</pubDate>
				<author><![CDATA[ vitae_drinker]]></author>
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				<title>Re:Tau vs MEQ</title>
				<description><![CDATA[ Better:<br /> <br /> Overcharge Shot: In response to the Zeist Campaign, where the Tau frequently found themselves outmatched by Space Marine forces, the Tau have developed a method of dumping extra energy into a shot from a pulse rifle. This enhanced version, while it takes considerable preparation immediately beforehand and has considerably less killing power, is capable of cutting through Power Armor and equivalent methods of protection. A Tau Fire Warrior armed with a Pulse Rifle may fire in this mode once per game.<br /> <br /> S: 4 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 3 Type: Heavy 1, 18" range.]]></description>
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				<pubDate><![CDATA[Tue, 17 May 2011 05:38:58]]> GMT</pubDate>
				<author><![CDATA[ Your Friend Doctor Robert]]></author>
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				<title>Re:Tau vs MEQ</title>
				<description><![CDATA[ <blockquote><div><cite>Your Friend Doctor Robert wrote:</cite>Better:<br /> <br /> Overcharge Shot: In response to the Zeist Campaign, where the Tau frequently found themselves outmatched by Space Marine forces, the Tau have developed a method of dumping extra energy into a shot from a pulse rifle. This enhanced version, while it takes considerable preparation immediately beforehand and has considerably less killing power, is capable of cutting through Power Armor and equivalent methods of protection. A Tau Fire Warrior armed with a Pulse Rifle may fire in this mode once per game.<br /> <br /> S: 4 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>: 3 Type: Heavy 1, 18" range.</div></blockquote><br /> <br /> Eh?<br /> <br /> Honestly, I don't see this as an upgrade, really. With your hot-pulse shot, you're hitting 50/50, wounding 50/50, with no invulnerable saves you're looking at 3 out of 10 tactical marines. If they roll well on their run or you're not at the maximum of 18", this means you're still getting raped by 7 <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> on their turn in the assault. Standard <span class="glossaryitem" onmouseover='gp(39);'>FW</span> now have a 50/50 to hit, with a 2/3s to wound chance for a total of 4 wounds, or 8 if the <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> are within 15" for rapid fire. That means the <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> save 2/3s, for 1 and 2/3 unsaved wounds over 15" or 4 unsaved wounds under 15". Odds are, rapid fire standard <span class="glossaryitem" onmouseover='gp(39);'>FW</span> are better than your hot-pulse shot.<br /> <br /> With my upgrades, vs a <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> of 170 points, having a Targetting Array Drone with a <span class="glossaryitem" onmouseover='gp(126);'>TL</span> PR Drone (so 140 for the unit) means you have 12 pulse rifle shots hitting on 3+ over 15", with 1 Plasma shot hitting on 4+. So 8 Pulse Rifle shots and 75% of a Plasma means 5 1/3 wounds from the Pulse Rifles and 62.5% of a chance of an unsavable wound from the Plasma. That gives you 2 wounds and a little over 40% of an unsaved wound. Not that much different than before, right?<br /> <br /> But under 12", now you're getting 16 out of 24 Pulse Rifle hits and 1 of 2 Plasma Rifle hits. So 10 2/3 wounds from the Pulse Rifles and 5/6 of a wound from the Plasma Rifle. <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> saves leave you 4 and a skosh under 40% of a wound. So, a 140 point Tau <span class="glossaryitem" onmouseover='gp(39);'>FW</span> team has almost halved the Space Marine Unit coming in just this turn. Assuming 3 tactical marines survived to assault (2.40ish wounds from the first round of shooting and 4.40ish wounds from second round of shooting), means that those 3 marines would probably kill 2 (1.55ish unsaved wounds, on average) <span class="glossaryitem" onmouseover='gp(39);'>FW</span>, and then probably have 1 casualty in return. The <span class="glossaryitem" onmouseover='gp(39);'>FW</span> would then need to take a Morale test for a 7 (Team Leader less 1 for the difference in wounds), which is a 50/50. In that case, the <span class="glossaryitem" onmouseover='gp(39);'>FW</span> would have an equal chance to get cut down in the Sweeping Advance as of getting away, but that's the breaks, really. Considering they killed about their point value (140 for 140 points of tactical squad), that's a pretty good result. With a reasonably decked out <span class="glossaryitem" onmouseover='gp(119);'>SM</span> Tactical Squad and a fully decked out <span class="glossaryitem" onmouseover='gp(39);'>FW</span> team (both with Transportation) each busting in the 220+ point range, I would call it an even fight with my changes.<br /> <br /> What do you think of my suggested changes?]]></description>
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				<pubDate><![CDATA[Tue, 17 May 2011 08:06:17]]> GMT</pubDate>
				<author><![CDATA[ vitae_drinker]]></author>
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				<title>Re:Tau vs MEQ</title>
				<description><![CDATA[ Well, obviously, anything you shoot you should put a +1 <span class="glossaryitem" onmouseover='gp(14);'>BS</span> Markerlight token on first.<br /> <br /> Your changes are edging towards overpowered.<br /> <br /> Also: Of course you're getting raped in assault. You're Tau. You're supposed to get raped in assault.]]></description>
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				<pubDate><![CDATA[Tue, 17 May 2011 15:42:44]]> GMT</pubDate>
				<author><![CDATA[ Your Friend Doctor Robert]]></author>
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				<title>Tau vs MEQ</title>
				<description><![CDATA[ These Changes are a bit... overpowered <span class="glossaryitem" onmouseover='gp(325);'>tbh</span><br /> <br /> Tau arn't that bad against marines  i beat a deathwing army 8:4 in anialation]]></description>
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				<pubDate><![CDATA[Tue, 17 May 2011 15:47:39]]> GMT</pubDate>
				<author><![CDATA[ JamesMclaren123]]></author>
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				<title>Re:Tau vs MEQ</title>
				<description><![CDATA[ <blockquote><div><cite>Your Friend Doctor Robert wrote:</cite>Well, obviously, anything you shoot you should put a +1 <span class="glossaryitem" onmouseover='gp(14);'>BS</span> Markerlight token on first.</div></blockquote><br /> <br /> This is the main problem; you shouldn't have to purchase a second unit or expensive upgrades in order to have a unit do the job you bought it for. If I buy a Space Marine for the points they are now, I do not expect to then have to buy them a bolter, a bolt pistol, a <span class="glossaryitem" onmouseover='gp(20);'>ccw</span> and power armour; it is for this reason that I don't expect to buy a Fire Warrior, and then have to buy other things so that they can actually do their job.<br /> <br /> My Pathfinders are usually too busy removing cover saves from vehicle smoke or buildings so my crisis suits and railguns can lay into them, I can't be having 6 pathfinders waste their markerlights on one target that my <span class="glossaryitem" onmouseover='gp(39);'>FWs</span> want to shoot at when my crisis suits and railguns are targeting more important things; I need a way for my Fire Warriors to reliably shoot something without having to be babysat by Pathfinders, their markerlight shots should be used to make your shooting better, not allow you to actually shoot well in the first place.]]></description>
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				<pubDate><![CDATA[Tue, 17 May 2011 16:12:43]]> GMT</pubDate>
				<author><![CDATA[ Avatar 720]]></author>
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				<title>Re:Tau vs MEQ</title>
				<description><![CDATA[ I'm not saying you shouldn't lose in Assault. Tau, in general, should. In fact, other than suggesting that the Tau be allowed to bring up to 2 x 3 man Crisis Teams (1 <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> and 1 Elite Slot) who specialize in assault, I haven't suggested any changes to their assault capability. And all they'll really do is probably get murdered in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> by a more specialized assault unit or a unit with more dudes.<br /> <br /> However, the changes I have suggested make it more likely that the Tau can possibly STOP an assault from getting to them. You know, what they should be able to do, since they're supposedly the best shooting army in the game (which they're not). All my changes did was give the Tau <span class="glossaryitem" onmouseover='gp(39);'>FW</span> (specialized shooting troops) the possibilty to stop a generic take all comers <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> (generalists, decent at everything) with shooting for roughly equivalent points in a reliable manner (IE: average dice rolls). You know, beat them in shooting.  Shouldn't they be able to do that?<br /> <br /> You are saying that the changes are overpowered; how so? On average dice rolls with two rounds of shooting, they still didn't stop the <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>. Are they any worse than any of the other new codices? I don't think so. If you do think so, what changes/tweaks do you see in my suggestions that should be changed?<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><cite>Avatar 720 wrote:</cite><blockquote><div><cite>Your Friend Doctor Robert wrote:</cite>Well, obviously, anything you shoot you should put a +1 <span class="glossaryitem" onmouseover='gp(14);'>BS</span> Markerlight token on first.</div></blockquote><br /> <br /> This is the main problem; you shouldn't have to purchase a second unit or expensive upgrades in order to have a unit do the job you bought it for. If I buy a Space Marine for the points they are now, I do not expect to then have to buy them a bolter, a bolt pistol, a <span class="glossaryitem" onmouseover='gp(20);'>ccw</span> and power armour; it is for this reason that I don't expect to buy a Fire Warrior, and then have to buy other things so that they can actually do their job.<br /> <br /> My Pathfinders are usually too busy removing cover saves from vehicle smoke or buildings so my crisis suits and railguns can lay into them, I can't be having 6 pathfinders waste their markerlights on one target that my <span class="glossaryitem" onmouseover='gp(39);'>FWs</span> want to shoot at when my crisis suits and railguns are targeting more important things; I need a way for my Fire Warriors to reliably shoot something without having to be babysat by Pathfinders, their markerlight shots should be used to make your shooting better, not allow you to actually shoot well in the first place.</div></blockquote><br /> <br /> Ditto.<br /> <br /> What do you think of my suggestions? I think they give (in general) the Tau a slight shooting edge while maintaining their overall incompetence in assault.]]></description>
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				<pubDate><![CDATA[Tue, 17 May 2011 16:41:35]]> GMT</pubDate>
				<author><![CDATA[ vitae_drinker]]></author>
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				<title>Tau vs MEQ</title>
				<description><![CDATA[ For the firewarriors and markerlight issue the shas'ui can take a markerlight if you have overlapping fields of fire have them markerlight for each other. i dont even have pathfinders in my army i just use firewarriors and stealth teams and honestly its  psych out for the opponents cuz its not just 1 unit with markrelights they need to worry about<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> also in general yea they do suck in <span class="glossaryitem" onmouseover='gp(19);'>cc</span> but with thier 4+ regular save they have surprising staying power...true they wont do much but they will hold up the enemy for at least a turn if theres no power weapons involved]]></description>
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				<pubDate><![CDATA[Tue, 17 May 2011 20:22:20]]> GMT</pubDate>
				<author><![CDATA[ polari]]></author>
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				<title>Tau vs MEQ</title>
				<description><![CDATA[ <blockquote><div><cite>polari wrote:</cite>For the firewarriors and markerlight issue the shas'ui can take a markerlight if you have overlapping fields of fire have them markerlight for each other. i dont even have pathfinders in my army i just use firewarriors and stealth teams and honestly its  psych out for the opponents cuz its not just 1 unit with markrelights they need to worry about<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> also in general yea they do suck in <span class="glossaryitem" onmouseover='gp(19);'>cc</span> but with thier 4+ regular save they have surprising staying power...true they wont do much but they will hold up the enemy for at least a turn if theres no power weapons involved</div></blockquote><br /> <br /> ...Who doesn't take a power weapon(s) in their list?  <img src="/s/i/a/8f7b3f87df347f2cf6c1e7d5e119a067.gif" border="0">]]></description>
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				<pubDate><![CDATA[Tue, 17 May 2011 21:44:19]]> GMT</pubDate>
				<author><![CDATA[ vitae_drinker]]></author>
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				<title>Re:Tau vs MEQ</title>
				<description><![CDATA[ true but it does happen or they take out the sgt early <span class="glossaryitem" onmouseover='gp(84);'>lol</span> but eitherway tau can take a surprising beating sometimes]]></description>
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				<pubDate><![CDATA[Tue, 17 May 2011 21:57:05]]> GMT</pubDate>
				<author><![CDATA[ polari]]></author>
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				<title>Tau vs MEQ</title>
				<description><![CDATA[ <blockquote><div><cite>polari wrote:</cite>For the firewarriors and markerlight issue the shas'ui can take a markerlight if you have overlapping fields of fire have them markerlight for each other. i dont even have pathfinders in my army i just use firewarriors and stealth teams and honestly its  psych out for the opponents cuz its not just 1 unit with markrelights they need to worry about</div></blockquote><br /> <br /> And what happens when those lone markerlights miss 50% of the time? At least with Pathfinders, what you intend to light up is usually lit up; with single markerlights you need to hit, otherwise you need another markerlight to tear away from its intended target and light up the other instead, and if that misses you need another etc. etc.]]></description>
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				<pubDate><![CDATA[Tue, 17 May 2011 22:05:46]]> GMT</pubDate>
				<author><![CDATA[ Avatar 720]]></author>
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				<title>Tau vs MEQ</title>
				<description><![CDATA[ True its a 50/50 chance but its not puttin all your eggs in 1 basket and between my <span class="glossaryitem" onmouseover='gp(39);'>fw</span> and stealth teams thats 3-5 markerlights on several targets instead of just 1<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> and i never markerlight more then 2-3 units so there is at least 1 that hits]]></description>
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				<pubDate><![CDATA[Tue, 17 May 2011 22:17:40]]> GMT</pubDate>
				<author><![CDATA[ polari]]></author>
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				<title>Tau vs MEQ</title>
				<description><![CDATA[ <blockquote><div><cite>polari wrote:</cite>True its a 50/50 chance but its not puttin all your eggs in 1 basket and between my <span class="glossaryitem" onmouseover='gp(39);'>fw</span> and stealth teams thats 3-5 markerlights on several targets instead of just 1<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> and i never markerlight more then 2-3 units so there is at least 1 that hits</div></blockquote><br /> <br /> So, 1 markerlight...giving you <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 4...for 1 unit...<br /> <br /> Okay. So since the Tau are just fine in your opinion, perhaps we should stop taking up so much of your time, whilst we discuss upgrades we would like to see in the next Codex? <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Tue, 17 May 2011 23:07:50]]> GMT</pubDate>
				<author><![CDATA[ vitae_drinker]]></author>
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				<title>Tau vs MEQ</title>
				<description><![CDATA[ oook wasnt sayin that just givin my point of view and experience ive been playin tau since they came out and i see the use for pathfinders just dont use em never needed them and im all for upgrades for the tau]]></description>
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				<pubDate><![CDATA[Tue, 17 May 2011 23:13:14]]> GMT</pubDate>
				<author><![CDATA[ polari]]></author>
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				<title>Re:Tau vs MEQ</title>
				<description><![CDATA[ @ <span class="glossaryitem" onmouseover='gp(280);'>OP</span><br /> <br /> When have tau been lacking against <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>? We've got resonably (for 4th ed) priced melta and plasma weaponry that will wound on 2+, for starters. In combination with that, we have great anti transport capabilities which will unhorse those <span class="glossaryitem" onmouseover='gp(95);'>MEQs</span>/ <span class="glossaryitem" onmouseover='gp(652);'>TEQs</span> quickly. <br /> <br /> All you have to do versus <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>/ <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span> with Tau is focus one/ two units down a turn and then rinse and repeat, markerlights contributing greatly by getting rid of those pesky cover saves.<br /> <br /> As for your suggestions, they seem VERY cheesy with little to no orginal thought, all you are doing is 'eww, I don't like this, why not make it a little bit better to completly fit my needs'<br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 17 May 2011 23:33:03]]> GMT</pubDate>
				<author><![CDATA[ mythological]]></author>
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				<title>Re:Tau vs MEQ</title>
				<description><![CDATA[ <blockquote><div><cite>mythological wrote:</cite>@ <span class="glossaryitem" onmouseover='gp(280);'>OP</span><br /> <br /> When have tau been lacking against <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>? We've got resonably (for 4th ed) priced melta and plasma weaponry that will wound on 2+, for starters. In combination with that, we have great anti transport capabilities which will unhorse those <span class="glossaryitem" onmouseover='gp(95);'>MEQs</span>/ <span class="glossaryitem" onmouseover='gp(652);'>TEQs</span> quickly. <br /> <br /> All you have to do versus <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>/ <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span> with Tau is focus one/ two units down a turn and then rinse and repeat, markerlights contributing greatly by getting rid of those pesky cover saves.<br /> <br /> As for your suggestions, they seem VERY cheesy with little to no orginal thought, all you are doing is 'eww, I don't like this, why not make it a little bit better to completly fit my needs'<br /> </div></blockquote><br /> <br /> Are you talking to me, or to <span class="glossaryitem" onmouseover='gp(50);'>GW</span>? I kid, I kid. <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"><br /> <br /> What would you suggest then?]]></description>
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				<pubDate><![CDATA[Tue, 17 May 2011 23:55:10]]> GMT</pubDate>
				<author><![CDATA[ vitae_drinker]]></author>
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				<title>Re:Tau vs MEQ</title>
				<description><![CDATA[ Really, <span class="glossaryitem" onmouseover='gp(71);'>IMHO</span>, the big things the Tau need are:<br /> <br /> Decent <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> Choices: I think that if the new tau codex follows the template of the most recent 5th edition codex <span class="glossaryitem" onmouseover='gp(56);'>hq</span> choices, which are specific leaders give access/ upgrades to units, then tau get an instant competiveness boost. The reasoning would be that no longer would one have to field <span class="glossaryitem" onmouseover='gp(39);'>FW</span> (and a devilfish to keep them alive) and maybe replace them with better Suits.<br /> <br /> Lowering Cost: This one will be a gimmie as it is the trend for the 5th edition codexes so far, right now I can field a good amount of suits, but, hopefully, with the new codex I will be able to field more! and more=good<br /> <br /> Another Vehicle Chassis: For a super-advanced Space Civilization, the tau seem to be behind in the fast transport department, all I want would be a venom-like transport which could carry a min sized <span class="glossaryitem" onmouseover='gp(39);'>FW</span> squad around and zoom to get objectives, without costing me an arm and a leg (I'm looking at you, Devilfish)<br /> <br /> New Units: Right now there are 1-2 competitive builds in the tau codex, so some more variety of units would be great. I, for one, would love to have XV-9s in my fast attack <span class="glossaryitem" onmouseover='gp(187);'>FOC</span>, and maybe some more auxilaries to spice things up (both are likely)<br /> <br /> Meh, I think Tau could be competitive right now, it seems to be that way in my local meta game]]></description>
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				<pubDate><![CDATA[Wed, 18 May 2011 00:15:07]]> GMT</pubDate>
				<author><![CDATA[ mythological]]></author>
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				<title>Tau vs MEQ</title>
				<description><![CDATA[ I agree with myth my tau still hold thier own and all my army is are 4 <span class="glossaryitem" onmouseover='gp(39);'>fw</span> teams bout 8-9 crisis 9 stealth 2 broadsides a hammerhead and a pirahna...new suits and vehicles would be great and some more of the other races in the greater good too]]></description>
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				<pubDate><![CDATA[Wed, 18 May 2011 00:26:15]]> GMT</pubDate>
				<author><![CDATA[ polari]]></author>
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				<title>Re:Tau vs MEQ</title>
				<description><![CDATA[ <blockquote><div><cite>mythological wrote:</cite>@ <span class="glossaryitem" onmouseover='gp(280);'>OP</span><br /> <br /> When have tau been lacking against <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>? We've got resonably (for 4th ed) priced melta and plasma weaponry that will wound on 2+, for starters. In combination with that, we have great anti transport capabilities which will unhorse those <span class="glossaryitem" onmouseover='gp(95);'>MEQs</span>/ <span class="glossaryitem" onmouseover='gp(652);'>TEQs</span> quickly. <br /> <br /> All you have to do versus <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>/ <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span> with Tau is focus one/ two units down a turn and then rinse and repeat, markerlights contributing greatly by getting rid of those pesky cover saves.<br /> <br /> As for your suggestions, they seem VERY cheesy with little to no orginal thought, all you are doing is 'eww, I don't like this, why not make it a little bit better to completly fit my needs'<br /> <br /> <br /> <br /> </div></blockquote><br /> <br /> First, you say we have a lot of 2+ wounding plasma. Not true at all. We have 2 units that can take these weapons, and one of them should never take them. The other costs ridiculous amounts of points fully kitted out. A marine costs 16 points. Crisis suits fully kitted out in things that can kill a marine are around 60 pts. With a <span class="glossaryitem" onmouseover='gp(14);'>BS</span> of 3, they will only take out an average of 1-1.5 marines a turn, without taking into account the potential of shooting and assaulting, while being in rapid fire range. Railguns should never be used against infantry, so those are out of the question. Second, i wish to refute your point about focusing. Yes, focusing can be effective against <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>. But, look at the big picture. You spend all of your time focusing the entire army on that one unit, and potentially kill it. Great, now you have to worry about the other 1400 pts worth of units which will most likely assault you on the next turn. Most other armies now don't have to focus their entire army just to kill 5-10 marines, they usually have a specific squad that can do that. Our weakness is that we either have to focus our entire army on <span class="glossaryitem" onmouseover='gp(95);'>MEQs</span>/<span class="glossaryitem" onmouseover='gp(652);'>TEQs</span> to kill them for good, or we have to ignore them for other, potentially more pressing targets, leaving said ignored unit to potentially assault us the next turn. Tau are horrible in assault; this is common knowledge. So, we need to be either good or very good in shooting. As of now, we get outshot by ORKS. I mean, sheesh. If the most advanced and shooty army in the galaxy get outshot by orks, then something's seriously wrong. I'm not saying my changes are the best, nor that they should be implemented. I was just giving ideas that could potentially further the Greater Good  <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> /rant]]></description>
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				<pubDate><![CDATA[Wed, 18 May 2011 00:39:05]]> GMT</pubDate>
				<author><![CDATA[ rockprime]]></author>
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				<title>Tau vs MEQ</title>
				<description><![CDATA[ ok what is your list? for <span class="glossaryitem" onmouseover='gp(95);'>MEQs</span> i only need 1 round of shooting with a crisis suit to either wipe em out or to bring em below 50% and yea the point diff is big crisis suits are elites and if your still in assault range after jumping away then you were too close to begin with and there is plenty of plasma since it should be mandatory for suits unless you have em with a flamer/fusion build....and in all my years ive never seen orks outshoot tau yea they have pure numbrs <span class="glossaryitem" onmouseover='gp(15);'>bt</span> they cant shoot for <span class="glossaryitem" onmouseover='gp(270);'>sh</span>*t ]]></description>
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				<pubDate><![CDATA[Wed, 18 May 2011 00:56:55]]> GMT</pubDate>
				<author><![CDATA[ polari]]></author>
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				<title>Tau vs MEQ</title>
				<description><![CDATA[ <blockquote class="uncited"><div>ok what is your list? for <span class="glossaryitem" onmouseover='gp(95);'>MEQs</span> i only need 1 round of shooting with a crisis suit to either wipe em out or to bring em below 50%</div></blockquote><br /> <br /> Statistically impossible unless they're running tiny units and you happen to get lucky.]]></description>
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				<pubDate><![CDATA[Wed, 18 May 2011 00:59:05]]> GMT</pubDate>
				<author><![CDATA[ Avatar 720]]></author>
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				<title>Tau vs MEQ</title>
				<description><![CDATA[ it all depends on the dice it is possible to do it to a full strength unit]]></description>
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				<pubDate><![CDATA[Wed, 18 May 2011 01:02:29]]> GMT</pubDate>
				<author><![CDATA[ polari]]></author>
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				<title>Tau vs MEQ</title>
				<description><![CDATA[ With a single crisis suit? Not unless you have a flamer and manage to cover the whole squad, wound them all and watch them all fail their save.]]></description>
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				<pubDate><![CDATA[Wed, 18 May 2011 01:16:14]]> GMT</pubDate>
				<author><![CDATA[ Avatar 720]]></author>
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				<title>Tau vs MEQ</title>
				<description><![CDATA[ I meant a whole squad vs a full <span class="glossaryitem" onmouseover='gp(167);'>tac</span> team]]></description>
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				<pubDate><![CDATA[Wed, 18 May 2011 01:18:18]]> GMT</pubDate>
				<author><![CDATA[ polari]]></author>
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				<title>Tau vs MEQ</title>
				<description><![CDATA[ Even so. That's 3 crisis suits with Plasma Rifles? That's 1 shot each. How do you kill 10 Tactical marines with 3 shots?]]></description>
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				<pubDate><![CDATA[Wed, 18 May 2011 01:26:42]]> GMT</pubDate>
				<author><![CDATA[ vitae_drinker]]></author>
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				<title>Tau vs MEQ</title>
				<description><![CDATA[ How often will that scenario arise? Against a competent player, how often will 3 crisis suits be able to target 10 Space Marines who are out of cover?]]></description>
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				<pubDate><![CDATA[Wed, 18 May 2011 01:32:28]]> GMT</pubDate>
				<author><![CDATA[ Avatar 720]]></author>
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				<title>Re:Tau vs MEQ</title>
				<description><![CDATA[  <img src="/s/i/a/053f30f6773034eb25223d86f0e00d8d.gif" border="0"> the point im trying to make is that it is possible]]></description>
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				<pubDate><![CDATA[Wed, 18 May 2011 01:37:43]]> GMT</pubDate>
				<author><![CDATA[ polari]]></author>
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				<title>Tau vs MEQ</title>
				<description><![CDATA[ Or...not, given the scenario you've provided. <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Wed, 18 May 2011 01:41:21]]> GMT</pubDate>
				<author><![CDATA[ vitae_drinker]]></author>
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				<title>Tau vs MEQ</title>
				<description><![CDATA[ With the right weapon load-out it is possible, but then again, it's possible for me to kill a horde of Ork Boyz in close combat with 6 fire warriors.<br /> <br /> The point i'm trying to make is that it's not plausible; how often will I let a horde of Ork Boyz reach my fire warriors? How often will I kill said boyz with the fire warriors? The answer to both of these is not very often at all, which is the same answer to 'how often will 3 crisis suits be able to kill 10 space marines in 1 turn of shooting?'.]]></description>
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				<pubDate><![CDATA[Wed, 18 May 2011 01:41:54]]> GMT</pubDate>
				<author><![CDATA[ Avatar 720]]></author>
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				<title>Re:Tau vs MEQ</title>
				<description><![CDATA[ <blockquote class="uncited"><div>First, you say we have a lot of 2+ wounding plasma. Not true at all. We have 2 units that can take these weapons, and one of them should never take them. The other costs ridiculous amounts of points fully kitted out. <br /> <br /> A marine costs 16 points. Crisis suits fully kitted out in things that can kill a marine are around 60 pts. With a <span class="glossaryitem" onmouseover='gp(14);'>BS</span> of 3, they will only take out an average of 1-1.5 marines a turn, without taking into account the potential of shooting and assaulting, while being in rapid fire range. <br /> <br /> Railguns should never be used against infantry, so those are out of the question. <br /> <br /> Second, i wish to refute your point about focusing. Yes, focusing can be effective against <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>. But, look at the big picture. You spend all of your time focusing the entire army on that one unit, and potentially kill it. Great, now you have to worry about the other 1400 pts worth of units which will most likely assault you on the next turn. Most other armies now don't have to focus their entire army just to kill 5-10 marines, they usually have a specific squad that can do that. <br /> <br /> Our weakness is that we either have to focus our entire army on <span class="glossaryitem" onmouseover='gp(95);'>MEQs</span>/<span class="glossaryitem" onmouseover='gp(652);'>TEQs</span> to kill them for good, or we have to ignore them for other, potentially more pressing targets, leaving said ignored unit to potentially assault us the next turn. Tau are horrible in assault; this is common knowledge. So, we need to be either good or very good in shooting. As of now, we get outshot by ORKS. I mean, sheesh. If the most advanced and shooty army in the galaxy get outshot by orks, then something's seriously wrong. <br /> <br /> I'm not saying my changes are the best, nor that they should be implemented. I was just giving ideas that could potentially further the Greater Good  <br /> /rant </div></blockquote><br /> <br /> Split up your post so it stopped hurting my eyes<br /> <br /> True, we only have two plasma carriers in the tau army, but you know what, your going to have alot of the units which *can* carry plasma, and that 62 point suit not only has 2 wounds, but is a jack of all trades, which can take down vehicles, worth the points. And honestly, how many other things are you spending points on in your army aside from suits?<br /> <br /> You say that it is detrimental to focus fire, I differ in my opinion as you have discounted pathfinders in your argument AND you are assuming that I have to completly annialate the unit to reduce their threat level. All I have to do is get rid of the plasma or melta or powerfist and that squad becomes way less of a theat, of course if I have to wipe out a <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> squad completly off an objective, then it would take more then 1-2 units, but almost all armies need the same amount of firepower to dislodge that squad from cover.<br /> <br /> I don't like debating on the basis of 'should', but facing any <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> army, their transports should be gone by turn 2. Then that 1400 points of <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> seems less scary walking towards you.<br /> <br /> Going back to my original point, taking out an anti tank weapon in a <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> squad if fine enough for me because it stops them from assualting my units. Wait wha...how does that work?<br /> <br /> blocking units: kroot, piranhas, devilfish, maybe a hammerhead, will be able to get in the way of the squad and make it assualt the unit I want it to assualt. Kroot are fine because they are as dirt cheap as tau can get and will die on your opponent's assualt phase to a dedicated assualt unit, and will tarpit a regular marine squad. The vehicles are nice because of multi-trackers to let them shoot while going 12", which makes your opponent have to hit on 6s in their assualt phase. ANNNND if you have the points, flechettes dischargers are always fun<br /> <br /> The reason tau are fine against <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> is not the overwelming firepower they produce, but the way they can cripple and stall <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>/ <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span> armies in a pinch<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 18 May 2011 02:33:32]]> GMT</pubDate>
				<author><![CDATA[ mythological]]></author>
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				<title>Re:Tau vs MEQ</title>
				<description><![CDATA[ <blockquote><div><cite>mythological wrote:</cite>Split up your post so it stopped hurting my eyes<br /> <br /> True, we only have two plasma carriers in the tau army, but you know what, your going to have alot of the units which *can* carry plasma, and that 62 point suit not only has 2 wounds, but is a jack of all trades, which can take down vehicles, worth the points. And honestly, how many other things are you spending points on in your army aside from suits?<br /> <br /> You say that it is detrimental to focus fire, I differ in my opinion as you have discounted pathfinders in your argument AND you are assuming that I have to completly annialate the unit to reduce their threat level. All I have to do is get rid of the plasma or melta or powerfist and that squad becomes way less of a theat, of course if I have to wipe out a <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> squad completly off an objective, then it would take more then 1-2 units, but almost all armies need the same amount of firepower to dislodge that squad from cover.<br /> <br /> I don't like debating on the basis of 'should', but facing any <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> army, their transports should be gone by turn 2. Then that 1400 points of <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> seems less scary walking towards you.<br /> <br /> Going back to my original point, taking out an anti tank weapon in a <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> squad if fine enough for me because it stops them from assualting my units. Wait wha...how does that work?<br /> <br /> blocking units: kroot, piranhas, devilfish, maybe a hammerhead, will be able to get in the way of the squad and make it assualt the unit I want it to assualt. Kroot are fine because they are as dirt cheap as tau can get and will die on your opponent's assualt phase to a dedicated assualt unit, and will tarpit a regular marine squad. The vehicles are nice because of multi-trackers to let them shoot while going 12", which makes your opponent have to hit on 6s in their assualt phase. ANNNND if you have the points, flechettes dischargers are always fun<br /> <br /> The reason tau are fine against <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> is not the overwelming firepower they produce, but the way they can cripple and stall <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>/ <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span> armies in a pinch<br /> <br /> </div></blockquote><br /> <br /> Problem is, in order to get rid of that powerfist/melta, you're gonna have to wipe the entire squad, because the opponent will know what you're trying to do, and he will obviously protect the melta over the bolter/fist. Second, i think that pathfinders are one of the best units in the codex, and that every army should run at least one squad. But, as said before, pathfinders will only negate cover saves, not armor saves which <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> thrive on, and which tau has a difficult time cracking. Next, about the kroot/piranhas: they are useful units, but you're essentially giving up <span class="glossaryitem" onmouseover='gp(316);'>KP</span> just to protect one squad of crisis or <span class="glossaryitem" onmouseover='gp(39);'>FW</span>, which most likely will still not be able to kill those <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> in the next turns of shooting. When they see that you do use the units for blocking/bubblewrapping, they'll just move to a different part of the army to attack instead. Tau are missing the 2 things that can severely hamper <span class="glossaryitem" onmouseover='gp(95);'>MEQs</span>: widespread low <span class="glossaryitem" onmouseover='gp(6);'>AP</span> weapons, and/or torrent of fire. None of our weapons (affordable ones anyway) can release torrent of fire enough to force enough saves to be failed. The 2 weapons we do have that are low <span class="glossaryitem" onmouseover='gp(6);'>AP</span> (fusion/plasma) are both either expensive, or limited in range. As said before, the railgun should not fire at anything that isnt a vehicle or a 2+ save. Next, objective games are extremely difficult to play in aganst <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>, as it is nearly impossible for tau to push marines off an objective, as the main way is assault, and massed firepower will still take attention away from the other parts of the army that are also a threat, even though they might be footing it all the way across the board.<br /> <br /> /textwall]]></description>
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				<pubDate><![CDATA[Wed, 18 May 2011 05:00:37]]> GMT</pubDate>
				<author><![CDATA[ rockprime]]></author>
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				<title>Tau vs MEQ</title>
				<description><![CDATA[ Just <span class="glossaryitem" onmouseover='gp(40);'>FYI</span>, the only reason I use <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> is because it's the standard, not because the Tau have any specific problem fighting them. Tau have a problem fighting anyone. <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0">]]></description>
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				<pubDate><![CDATA[Wed, 18 May 2011 05:55:29]]> GMT</pubDate>
				<author><![CDATA[ vitae_drinker]]></author>
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				<title>Tau vs MEQ</title>
				<description><![CDATA[ Don't underestimate Tau. Tau has one of the best anti-<span class="glossaryitem" onmouseover='gp(308);'>MSU</span> (Broadsides with target locks and Fire Knife or Death Rain).<br /> <br /> With the right tactics, Tau can deal with <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>. The one army that they do have problems against is <span class="glossaryitem" onmouseover='gp(124);'>SW</span> Missile Spam, mass <span class="glossaryitem" onmouseover='gp(10);'>BA</span> <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> Assault Marines, and all <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> Terminator armies.<br /> <br /> I'm trying out an experimental build where I mass 100 Kroots, which is the equivalent of 100 bolters, but at BS3.<br /> <br /> If you have the models, you can try this list out:<br /> <br /> <a href="http://www.dakkadakka.com/dakkaforum/posts/list/365294.page" target="_blank" rel="nofollow">http://www.dakkadakka.com/dakkaforum/posts/list/365294.page</a>]]></description>
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				<pubDate><![CDATA[Wed, 18 May 2011 06:25:43]]> GMT</pubDate>
				<author><![CDATA[ SabrX]]></author>
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				<title>Tau vs MEQ</title>
				<description><![CDATA[ I generally find my chances against <span class="glossaryitem" onmouseover='gp(95);'>MEQs</span> are the same as against horde.<br /> <br /> The only list I simply cannot beat is a drop pod list. I only have 1000pts but I usually either draw or win. Im not scared to play it dirty and castle either. <br /> <br /> The issue with the Tau codex is that about 50% of the units are useless. So as soon as you get past 1000pts your thinking "what should I add?" the answer is "add what I already have"<br /> <br /> The useful units are actually quite good at working together, its just if you asked 5 Tau players to make a 1500pts army list, im pretty sure they would all come back with very similar lists.<br /> <br /> Tau troops choices are weak, kroot need assault weapons, but used en masse with the addition of kroot hounds they can actually make a mess of whatever they are fighting(case and point I wiped out an incubi squad last night while only taking 6 casualties).<br /> <br /> I think if the Tau codex was redone it wouldnt be a huge overhaul, just some tweeking here and there.]]></description>
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				<pubDate><![CDATA[Wed, 18 May 2011 09:46:20]]> GMT</pubDate>
				<author><![CDATA[ Deathbysoup]]></author>
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				<title>Re:Tau vs MEQ</title>
				<description><![CDATA[ <blockquote class="uncited"><div>I generally find my chances against <span class="glossaryitem" onmouseover='gp(95);'>MEQs</span> are the same as against horde. <br /> <br /> The only list I simply cannot beat is a drop pod list. I only have 1000pts but I usually either draw or win. Im not scared to play it dirty and castle either. <br /> <br /> The issue with the Tau codex is that about 50% of the units are useless. So as soon as you get past 1000pts your thinking "what should I add?" the answer is "add what I already have" <br /> <br /> The useful units are actually quite good at working together, its just if you asked 5 Tau players to make a 1500pts army list, im pretty sure they would all come back with very similar lists. <br /> <br /> Tau troops choices are weak, kroot need assault weapons, but used en masse with the addition of kroot hounds they can actually make a mess of whatever they are fighting(case and point I wiped out an incubi squad last night while only taking 6 casualties). <br /> <br /> I think if the Tau codex was redone it wouldnt be a huge overhaul, just some tweeking here and there. </div></blockquote><br /> <br /> +1<br /> <br /> The tau don't need abundunt plasma or a huge torrent of fire because that would just be <span class="glossaryitem" onmouseover='gp(276);'>OTT</span>, in my opinion, as it stand right now (speaking from my own experience) <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>/ <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span> are my favorite army to face as tau because it is so easy to predict their moves and out-play them. <br /> <br /> The worst army for tau to play against would probably be horde armies, because of the lack of firepower as was mentioned before, well, unless you have flechettes on your vehicles<br /> <br /> And as to the comment on <span class="glossaryitem" onmouseover='gp(316);'>KP</span>: 1. only a primary senario 1/3 of the time, if that 2. So what, I lost a kroot <span class="glossaryitem" onmouseover='gp(316);'>KP</span> in order to leave a <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>/ <span class="glossaryitem" onmouseover='gp(652);'>TEQ</span> unit in the open, works for me. You can't worry about <span class="glossaryitem" onmouseover='gp(316);'>KPs</span> when your Tau because you WILL lose units, you just got to aim at those nice vehicles we have no problem taking out to rack up the easy <span class="glossaryitem" onmouseover='gp(316);'>KPs</span> ]]></description>
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				<pubDate><![CDATA[Wed, 18 May 2011 10:58:22]]> GMT</pubDate>
				<author><![CDATA[ mythological]]></author>
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				<title>Tau vs MEQ</title>
				<description><![CDATA[ either way you see it, Tau rely heavily on Crisis suits. You could take stealth suits, but Crisis are better. You could take vespids, but Crisis are better. You could take sniper drones but Crisis are better. Its not neccessarily a bad thing but crisis suits are expensive(both money & points)<br /> <br /> The new codex would have to move away from this reliance. Also adding mobility for troops would be great. So many times ive found myself in objective games trying to take an objective but being scared of moving away from my own castle.<br /> <br /> Kroot maybe the answer but you cant guarantee the outflank will come in the right place and they will be able to kill whatever is on the objective.]]></description>
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				<pubDate><![CDATA[Wed, 18 May 2011 12:24:57]]> GMT</pubDate>
				<author><![CDATA[ Deathbysoup]]></author>
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				<title>Tau vs MEQ</title>
				<description><![CDATA[ I know nothing beyond what I've read in this thread about tau, but the fact crisis suits have the same <span class="glossaryitem" onmouseover='gp(14);'>BS</span> as sm scouts amuses me greatly. What about just upgrading all units <span class="glossaryitem" onmouseover='gp(14);'>bs</span> by one or two? Seems to me a shooty army should have decent ballistic skill, not the same ballistic skills as a newbie in a space marine force or a standard guardsman &gt;.&gt;]]></description>
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				<pubDate><![CDATA[Wed, 18 May 2011 12:39:07]]> GMT</pubDate>
				<author><![CDATA[ Mechanized Space Corps]]></author>
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				<title>Tau vs MEQ</title>
				<description><![CDATA[ indeed, the technology of Tau is also alot better than anything the imperium can muster...surely targetting would improve accuracy? No? ok....]]></description>
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				<pubDate><![CDATA[Wed, 18 May 2011 12:41:40]]> GMT</pubDate>
				<author><![CDATA[ Deathbysoup]]></author>
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				<title>Re:Tau vs MEQ</title>
				<description><![CDATA[ A major problem with the tau that i have found agains <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> is that they are incapable of dealing with deep-striking units. The thing is the 30" range (though the tau have a low <span class="glossaryitem" onmouseover='gp(14);'>bs</span> and a high <span class="glossaryitem" onmouseover='gp(6);'>ap</span>) lets you have a least a couple of turns of picking off people (even if it is only one or two) before you get to assult ranges. Not many armys can effectively out range tau (except mayby the Guard) and it is useful (though not all the time) to use that range.<br /> <br /> However i concour the point that XV8's NEED a higher <span class="glossaryitem" onmouseover='gp(14);'>BS</span> to be competative. It seem absurd to have such an expensive unit upgraded with a expensive gun to have a 50% chance of it being wasted, and lets face it XV8's are not that sutble they will draw alot of fire and without a better chance of hitting ii find they can be left somewhat defenceless. <br /> <br />  <img src="/s/i/a/934fe4f0c85983a716e6680a72065e99.gif" border="0">]]></description>
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				<pubDate><![CDATA[Wed, 18 May 2011 18:24:12]]> GMT</pubDate>
				<author><![CDATA[ JamesMclaren123]]></author>
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				<title>Tau vs MEQ</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(95);'>MEQs</span> are a very difficult army to deal with as Tau. Is it because of the fact they are <span class="glossaryitem" onmouseover='gp(95);'>MEQs</span>? No, it's because the main <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> army (Space Marines) can field many varied armies that are competative.<br /> <br /> Land Raider spam is quite easy to deal with, but have you tried dealing with Khan outflanks or Shrike armies? Deep-striking causes all hell to break loose, and the abundance of cover means our markerlights go on whittling it down before they can bring our <span class="glossaryitem" onmouseover='gp(14);'>BS</span> up (if there are any markers left).<br /> <br /> The weapons <span class="glossaryitem" onmouseover='gp(95);'>MEQs</span> can take are also varied; they can take heavy bolters to pelt our units with fire from a safe distance, they can take plasma to shoot down crisis suits that dare to get close (meaning that we need to keep jumping to 24" and back out, so we only ever get 1 plasma rifle shot per suit, with the only other weapon we could possibly take being a missile pod because nothing else can out-range plasmaguns).<br /> <br /> Meltaguns are their answer to suits that get close; try and take on a squad in cover, you might kill one with your fusion blaster of rapid-fired plasma rifle, but next turn they'll move out, blast you in the face with a meltagun and rapid fire any other wounds down with bolters. Missile launchers also allow them to snipe our suits before they even get close.<br /> <br /> Space Wolves are one of our worst match-ups. If they take a rune priest with Jaws in a drop pod and plant him behind our lines, we can say goodbye to any broadsides he can line himself up with. Razorback spam might seem good, but if they spend turn 1 moving up and popping smoke, next turn all there'll be is empty transports firing lascannons at us. With Long Fangs splitting krak fire between crisis teams, we can do absolutely nothing.<br /> <br /> Blood Angels are almost as bad, their strengths being able to deep-strike with great efficiency and blast you apart you with melta weapons whilst blood lance snipes anything dangerous.<br /> <br /> <span class="glossaryitem" onmouseover='gp(305);'>GKs</span> are easier due to their small units, but with no psychic defense whatosever, we've exposed a huge weakness. If the plasma siphon gets <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span>'d to include Plasma Rifles, we might as well watch the effectiveness of our crisis suits fly out of the window. Whilst not an auto-lose, it is a match-up that where any mistake or bad luck we have will work against us moreso than versus other armies.<br /> <br /> Necrons are also a very tough opponent unless you tailor towards them by using kroot hordes. All they need are large warriors units and a res orb. Tau cannot put out enough shots to kill off large amounts of necrons in range of a res orb lord before they reach us.<br /> <br /> This happened to me, 40 warriors and a lord + c'tan and monolith (the latter two were ignored mostly, since it was a <span class="glossaryitem" onmouseover='gp(316);'>KP</span> game and the only possibly way I could win was to phase them out, since I had too many relatively squishy units) were my opponents, and by the end of the game i'd killed 13 warriors. 13. With a <span class="glossaryitem" onmouseover='gp(557);'>fireknife</span> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, 3 elite slots worth of <span class="glossaryitem" onmouseover='gp(557);'>fireknife</span> crisis suits, two broadsides, two hammerheads, 30 fire warriors and a pathfinder unit.<br /> <br /> Sisters will also be difficult. Exorcists can blast our crisis suits to kingdom come, and we won't be able to put out enough firepower to kill anything against a competent sisters player.<br /> <br /> Even vanilla <span class="glossaryitem" onmouseover='gp(119);'>SM</span> give us trouble. A fast army will have us on our knees very early on, and since our only troops are fragile, objectives games will be an uphill struggle as we fight to keep our troops alive until we can make late objective grabs.<br /> <br /> Sure, we can beat most of these armies, but can we do it with a standard all-comers list? No, we cannot, and THAT is why we need an overhaul. Just because we CAN do it, doesn't mean that we will. We CAN beat necrons warrior spam + orb, but will that same list beat a <span class="glossaryitem" onmouseover='gp(10);'>BA</span> army or a standard <span class="glossaryitem" onmouseover='gp(119);'>SM</span> army? It's doubtful, you'll have to change your list, but will that changed list then be able to beat that Sisters army or that Shrike army? Again, you'd need to change it.<br /> <br /> When an army list needs to be changed in order to have a chance against your next opponent, something is wrong.]]></description>
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				<pubDate><![CDATA[Wed, 18 May 2011 18:58:24]]> GMT</pubDate>
				<author><![CDATA[ Avatar 720]]></author>
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				<title>Tau vs MEQ</title>
				<description><![CDATA[ i think that might of been the point....to make you think more carefully where you jump shoot jump and when but yes better <span class="glossaryitem" onmouseover='gp(14);'>BS</span> for suits but then again the bodyguard and shas'o have the <span class="glossaryitem" onmouseover='gp(14);'>bs</span> 4 and the shas'<span class="glossaryitem" onmouseover='gp(555);'>el</span> has the bs5]]></description>
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				<pubDate><![CDATA[Wed, 18 May 2011 18:58:27]]> GMT</pubDate>
				<author><![CDATA[ polari]]></author>
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				<title>Re:Tau vs MEQ</title>
				<description><![CDATA[ Here's my big question about tau vs <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> armies: Is there any way for tau to kill just a basic 190 pt marine squad in cover without resorting to directing 300+ points toward or kitting suits just for that purpose? Therein lies my criticism of the army and its potential against <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>. Judging the difficulty of a whole army just to deal with a commonly seen 1/7 of another.]]></description>
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				<pubDate><![CDATA[Wed, 18 May 2011 21:21:54]]> GMT</pubDate>
				<author><![CDATA[ rockprime]]></author>
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				<title>Re:Tau vs MEQ</title>
				<description><![CDATA[ @ Avatar<br /> <br /> The armies you pointed out (aside from Necrons, SOB, and Space Marines, which are easily dealt with by using proper blocking units, which you had none of when you described your army) are very competitive and it is not just Tau that have a problem with them<br /> <br /> Its like saying that a nuclear bomb would destroy humans, but neglecting to say that the thing would take out anything else as well.<br /> <br /> While you make very valid points which cannot be argued, the fact is that ALL armies have to deal with the same things, and in many cases with the same difficulty as we do. I'm not saying that tau are uber-competitive, but am saying that they can hold their own in a fight (as long as its not one of the knife variety <img src="/s/i/a/3280d57d913d8178fb42a55db16d1e89.gif" border="0">)]]></description>
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				<pubDate><![CDATA[Wed, 18 May 2011 21:28:29]]> GMT</pubDate>
				<author><![CDATA[ mythological]]></author>
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				<title>Tau vs MEQ</title>
				<description><![CDATA[ If it's near a board edge, outflank 20 Kroot and you might have a chance in combat, if you get lucky with the board edge.<br /> <br /> Apart from that, the <strike>lasguns</strike> markerlights you have to flash at the squad will take up the majority of the points used on taking the marines down, and removing cover is the cheapest way of killing them.]]></description>
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				<pubDate><![CDATA[Wed, 18 May 2011 21:28:39]]> GMT</pubDate>
				<author><![CDATA[ Avatar 720]]></author>
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				<title>Tau vs MEQ</title>
				<description><![CDATA[ <blockquote><div><cite>Avatar 720 wrote:</cite><blockquote><div><cite>polari wrote:</cite>For the firewarriors and markerlight issue the shas'ui can take a markerlight if you have overlapping fields of fire have them markerlight for each other. i dont even have pathfinders in my army i just use firewarriors and stealth teams and honestly its  psych out for the opponents cuz its not just 1 unit with markrelights they need to worry about</div></blockquote><br /> <br /> And what happens when those lone markerlights miss 50% of the time? At least with Pathfinders, what you intend to light up is usually lit up; with single markerlights you need to hit, otherwise you need another markerlight to tear away from its intended target and light up the other instead, and if that misses you need another etc. etc.</div></blockquote>The one time I went up against an army with Markerlight Pathfinders, I was able to take them down by turn three with sustained fire from Heavy Bolters and Assault Cannons. Meanwhile, whenever I go up against Markerlight Shas'ui, I have to take the units down one at a time, which is a lot more painstaking.]]></description>
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				<pubDate><![CDATA[Wed, 18 May 2011 21:32:13]]> GMT</pubDate>
				<author><![CDATA[ Your Friend Doctor Robert]]></author>
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				<title>Re:Tau vs MEQ</title>
				<description><![CDATA[ <blockquote><div><cite>mythological wrote:</cite>@ Avatar<br /> <br /> The armies you pointed out (aside from Necrons, SOB, and Space Marines, <b>which are easily dealt with by using proper blocking units, which you had none of when you described your army</b>) are very competitive and it is not just Tau that have a problem with them<br /> <br /> Its like saying that a nuclear bomb would destroy humans, but neglecting to say that the thing would take out anything else as well.<br /> <br /> While you make very valid points which cannot be argued, the fact is that ALL armies have to deal with the same things, and in many cases with the same difficulty as we do. I'm not saying that tau are uber-competitive, but am saying that they can hold their own in a fight (as long as its not one of the knife variety <img src="/s/i/a/3280d57d913d8178fb42a55db16d1e89.gif" border="0">)</div></blockquote><br /> <br /> Easily dealt with? No. Kroot will be flamered down by sisters, hosed down by marines, and the nightbringer can simply go in and hold up kroot for all eternity if the warriors haven't already flayed them down with 20/40 shots (13.34 hits from non-rapid fired gauss sees 8.89 dead kroot. In any sized unit that's more than 25% casualties and they're testing on Ld7 to not run the hell away. Proper blocking units don't work against armies that can kill/ignore them. The only way I could kill that necron army was if I had maxed out my troops with Kroot; the monolith's particle whip, the nightbringer and the hail of fire would elimnate any 'blocking units' I could put in the way, and would've lost me even more kill points.<br /> <br /> I'm not arguing that Tau can't hold themselves in a fight, i'm arguing against how <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> armies are seen as easy wins for Tau, when they aren't.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><cite>Your Friend Doctor Robert wrote:</cite><blockquote><div><cite>Avatar 720 wrote:</cite><blockquote><div><cite>polari wrote:</cite>For the firewarriors and markerlight issue the shas'ui can take a markerlight if you have overlapping fields of fire have them markerlight for each other. i dont even have pathfinders in my army i just use firewarriors and stealth teams and honestly its  psych out for the opponents cuz its not just 1 unit with markrelights they need to worry about</div></blockquote><br /> <br /> And what happens when those lone markerlights miss 50% of the time? At least with Pathfinders, what you intend to light up is usually lit up; with single markerlights you need to hit, otherwise you need another markerlight to tear away from its intended target and light up the other instead, and if that misses you need another etc. etc.</div></blockquote>The one time I went up against an army with Markerlight Pathfinders, I was able to take them down by turn three with sustained fire from Heavy Bolters and Assault Cannons. Meanwhile, whenever I go up against Markerlight Shas'ui, I have to take the units down one at a time, which is a lot more painstaking.</div></blockquote><br /> <br /> 'One time' and 'heavy bolters and assault cannons' being the main points i'm going to focus on here. One time means sod all; I killed a unit of 6 harlies win a round of <span class="glossaryitem" onmouseover='gp(19);'>CC</span> with 10 Fire Warriors one time, does that mean <span class="glossaryitem" onmouseover='gp(39);'>FWs</span> are now win in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>?<br /> <br /> Plus the 'heavy bolters and assault cannons' needing to be sustained before they killed them took up how many points of your army exactly? The pathfinders might've died, but the Tau army spent 3 turns without heavy bolters and assault cannons being aimed at anything else.]]></description>
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				<pubDate><![CDATA[Wed, 18 May 2011 21:37:13]]> GMT</pubDate>
				<author><![CDATA[ Avatar 720]]></author>
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				<title>Re:Tau vs MEQ</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Easily dealt with? No. Kroot will be flamered down by sisters, hosed down by marines, and the nightbringer can simply go in and hold up kroot for all eternity if the warriors haven't already flayed them down with 20/40 shots (13.34 hits from non-rapid fired gauss sees 8.89 dead kroot. In any sized unit that's more than 25% casualties and they're testing on Ld7 to not run the hell away. Proper blocking units don't work against armies that can kill/ignore them. The only way I could kill that necron army was if I had maxed out my troops with Kroot; the monolith's particle whip, the nightbringer and the hail of fire would elimnate any 'blocking units' I could put in the way, and would've lost me even more kill points. <br /> <br /> I'm not arguing that Tau can't hold themselves in a fight, i'm arguing against how <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> armies are seen as easy wins for Tau, when they aren't. </div></blockquote><br /> <br /> weird...I always was under the illusion that a meatshield of kroot was to get in the way of something and die...hmph<br /> <br /> The important part is that the enemy is attacking my 100 point (10 kroot, 5 hounds for me) unit which are getting in the way off more important resourse.<br /> <br /> You can say they die for the Greater Good<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 19 May 2011 01:48:58]]> GMT</pubDate>
				<author><![CDATA[ mythological]]></author>
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				<title>Tau vs MEQ</title>
				<description><![CDATA[ They're not simply meant to fall over, that's called a free kill-point. They're meant to be a road bump; something you can use to hold an enemy up for more than a single shooting phase.<br /> <br /> If it's an objectives game, you just lost yourself a scoring unit; if it's <span class="glossaryitem" onmouseover='gp(316);'>KPs</span>, you just gave away a free <span class="glossaryitem" onmouseover='gp(316);'>KP</span> and didn't actually stop anything.<br /> <br /> Sisters won't really care if they're flamering Kroot, because their weapons won't exactly be shooting much else unless you were careless with your crisis placement. If you can lay down two flamer templates and 16 bolter shots on a unit, then do so, you'll have moved anyway so chances are your bolters can't shoot anything else.<br /> <br /> Necrons, again, will have been moving, so will only have the kroot to shoot-up, and why wouldn't you? Running would mean that next turn you'd just be assaulted.<br /> <br /> Similarly so with marines, bolters + moving = nothing to shoot but the kroot in your way.<br /> <br /> Bubble-wrapping your units is better than simply sticking a unit between you and the enemy, but since sisters will be blasting your suits apart with S8 AP1 Exorcist missiles and Necrons can particle whip the bubble-wrap unit into oblivion, it's only really vanilla marines that will have to chew through them when they get there, since there's a lack of blast templates that wouldn't be better spent elsewhere; only the Whirlwind really offers you a reliable bubble-wrap-away template, and it just so happens that they're never taken.<br /> <br /> Dreadnoughts deep-striking might be an issue. He comes out and hides behind the pod, pod dies, he shoots and assaults, he wins.]]></description>
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				<pubDate><![CDATA[Thu, 19 May 2011 02:06:01]]> GMT</pubDate>
				<author><![CDATA[ Avatar 720]]></author>
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				<title>Re:Tau vs MEQ</title>
				<description><![CDATA[ Hmm... i just heard an interesting idea that might make tau more of a threat to <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>: assuming that they get BS4, would an opportunity to make <span class="glossaryitem" onmouseover='gp(389);'>BCs</span> into rail rifles be an okay thing for Stealthsuits to get?]]></description>
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				<pubDate><![CDATA[Thu, 19 May 2011 04:55:27]]> GMT</pubDate>
				<author><![CDATA[ rockprime]]></author>
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				<title>Tau vs MEQ</title>
				<description><![CDATA[ <blockquote><div><cite>Your Friend Doctor Robert wrote:</cite><blockquote><div><cite>Avatar 720 wrote:</cite><blockquote><div><cite>polari wrote:</cite>For the firewarriors and markerlight issue the shas'ui can take a markerlight if you have overlapping fields of fire have them markerlight for each other. i dont even have pathfinders in my army i just use firewarriors and stealth teams and honestly its  psych out for the opponents cuz its not just 1 unit with markrelights they need to worry about</div></blockquote><br /> <br /> And what happens when those lone markerlights miss 50% of the time? At least with Pathfinders, what you intend to light up is usually lit up; with single markerlights you need to hit, otherwise you need another markerlight to tear away from its intended target and light up the other instead, and if that misses you need another etc. etc.</div></blockquote>The one time I went up against an army with Markerlight Pathfinders, I was able to take them down by turn three with sustained fire from Heavy Bolters and Assault Cannons. Meanwhile, whenever I go up against Markerlight Shas'ui, I have to take the units down one at a time, which is a lot more painstaking.</div></blockquote><br /> <br /> <br /> Which is the main reason i do it <span class="glossaryitem" onmouseover='gp(84);'>lol</span> plus it lets me mark several enemy units and not just one....well that and i dont have pathfinders  <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> woo im a sniper drone now <span class="glossaryitem" onmouseover='gp(84);'>lol</span>]]></description>
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				<pubDate><![CDATA[Thu, 19 May 2011 09:07:44]]> GMT</pubDate>
				<author><![CDATA[ polari]]></author>
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				<title>Re:Tau vs MEQ</title>
				<description><![CDATA[ @ Avatar 720<br /> <br /> Your facts about the kroot meatshield can be argued with this fact<br /> <br /> <blockquote class="uncited"><div><br /> rockprime said:<br /> Here's my big question about tau vs <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> armies: Is there any way for tau to kill just a basic 190 pt marine squad in cover without resorting to directing 300+ points toward or kitting suits just for that purpose? Therein lies my criticism of the army and its potential against <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>. Judging the difficulty of a whole army just to deal with a commonly seen 1/7 of another.</div></blockquote><br /> <br /> This argument can be reversed by saying that the 100 point squad of kroot just took the firepower of how many points of units, I know that a squad of sisters/ necrons/ <span class="glossaryitem" onmouseover='gp(119);'>SM</span> aren't THAT much, but it is still an investment they have to make. That is why the use of a meatshield is not giving up a free <span class="glossaryitem" onmouseover='gp(316);'>KP</span>, its diverting resourses that could be gunning for more important <span class="glossaryitem" onmouseover='gp(316);'>KPs</span> (crisis suits, etc). You will argue that the weapons that the basic infantry sent to kill the kroot can't do s**t against our harder hitters, and in most cases you will be right. <br /> <br /> However, I'm not necessarily worried about the enemy's shooting at my valuable units, but the possiblity of my suits getting tied up in combat. The kroot get in the way of said assualts and even absorb them, in leu of my suits taking the hit.<br /> <br /> And you are right, high <span class="glossaryitem" onmouseover='gp(123);'>str</span> low <span class="glossaryitem" onmouseover='gp(6);'>AP</span> weapons hurt suits, and meh, the suits would die no matter what, as stated above, its the assualting which stinks]]></description>
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				<pubDate><![CDATA[Thu, 19 May 2011 20:38:07]]> GMT</pubDate>
				<author><![CDATA[ mythological]]></author>
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				<title>Re:Tau vs MEQ</title>
				<description><![CDATA[ In my expierence, I do not have issues with either <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> or Horde armies, when playing individual games, right now our only real issue is within tournys or campaigns because our lists must change dramitcally to effectively to play against each different type of army.]]></description>
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				<pubDate><![CDATA[Mon, 23 May 2011 09:06:02]]> GMT</pubDate>
				<author><![CDATA[ Vladamyr]]></author>
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				<title>Tau vs MEQ</title>
				<description><![CDATA[ +1 to the above.<br /> <br /> I've played against <span class="glossaryitem" onmouseover='gp(119);'>SM</span> a lot and with a fairly Plasma heavy list I win more than I lose, by a lot in fact. Get them out of transports and they suffer a lot. Normally as they are in the open! <br /> <br /> Bit confused by some comments about "one unit should be good at killing one unit" I.E Not having to focus fire on units at a time. Erm...that's the whole point of Tau and why I love them. You have to use unit synergy to get the maximum out of everything and THAT is a lot more fun than going "X unit kicks Y units ass, point and fire/assault" - THAT is boring. <br /> <br /> As a few of the sensible Tau players have mentioned before, we ROCK at taking down mech-armies. I don't care what anyone says. I normally stop most mech armies on turn 1/2. Remember, even a immobilise/stunned will put the hurt on for at least one turn. That's one turn longer to fire at!<br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 23 May 2011 12:20:25]]> GMT</pubDate>
				<author><![CDATA[ gr1m_dan]]></author>
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