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				<title>how to counter assaults with tau</title>
				<description><![CDATA[ <font color='black'> </font><span style="font-size: 12px; line-height: normal;"> </span><br /> i want to use tau but almost all tau units have horrible melee abilities, how do i react to an assault of orks or nids when they get too close?<br />  <img src="/s/i/a/8f7b3f87df347f2cf6c1e7d5e119a067.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Tue, 12 Jul 2011 19:54:29]]> GMT</pubDate>
				<author><![CDATA[ aldwin123123]]></author>
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				<title>how to counter assaults with tau</title>
				<description><![CDATA[ Don't let them get close. If you're in melee with tau you've essentially already lost. Tau really on staying mobile and laying down precisely directed fire.  They have a very steep learning curve in order to be played well, but can be very enjoyable if you get the hang of it. Would not recommend as a first army however.<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 12 Jul 2011 20:02:26]]> GMT</pubDate>
				<author><![CDATA[ Eliliketheanchor]]></author>
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				<title>how to counter assaults with tau</title>
				<description><![CDATA[ Use units of about 10-14 kroot to screen your suits.<br /> <br /> When the orks get close, move your kroot screen in a line up to about 1" away from the assaulting ork unit, and stand there.  In their turn, they must charge the screening kroot.  The kroot all die, then you get another turn to shoot at the orks or whatever with your suits.<br /> <br /> Then, if you have another unit of kroot, do it again.<br /> <br /> You can get at least 2-3 additional turns of shooting from using successive screens of kroot to slow enemy assaults.  At higher point values, and against vehicles, you can do the same thing with piranhas.<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 12 Jul 2011 20:04:37]]> GMT</pubDate>
				<author><![CDATA[ Flavius Infernus]]></author>
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				<title>how to counter assaults with tau</title>
				<description><![CDATA[ What upgrades do you suggest i get for my <span class="glossaryitem" onmouseover='gp(39);'>FW</span> and are snipers useful against important units?<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 12 Jul 2011 20:15:16]]> GMT</pubDate>
				<author><![CDATA[ aldwin123123]]></author>
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				<title>how to counter assaults with tau</title>
				<description><![CDATA[ Against orks or tyranids you're better off picking up a couple of hammerheads in your heavy slots, rather than sniper teams. Submunitions make an awfully satisfying hole in horde lines <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> If you have <span class="glossaryitem" onmouseover='gp(39);'>FW</span> units then they should ideally be kept quite far back to stop easy assaults. With Tau you should have the maneuverability to concentrate most of your army's firepower into a small portion of the enemy army. Basically, if an enemy unit can't reach your lines this turn, ignore it and concentrate on what can. Maybe try to pick off any obvious <span class="glossaryitem" onmouseover='gp(482);'>AT</span> threats if you have spare capacity.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 12 Jul 2011 20:25:42]]> GMT</pubDate>
				<author><![CDATA[ Flinty]]></author>
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				<title>how to counter assaults with tau</title>
				<description><![CDATA[ <blockquote><div><cite>Flavius Infernus wrote:</cite>Use units of about 10-14 kroot to screen your suits.<br /> <br /> When the orks get close, move your kroot screen in a line up to about 1" away from the assaulting ork unit, and stand there.  In their turn, they must charge the screening kroot.  The kroot all die, then you get another turn to shoot at the orks or whatever with your suits.<br /> <br /> Then, if you have another unit of kroot, do it again.<br /> <br /> You can get at least 2-3 additional turns of shooting from using successive screens of kroot to slow enemy assaults.  At higher point values, and against vehicles, you can do the same thing with piranhas.<br /> <br /> <br /> </div></blockquote><br /> <br /> do ^this^<br /> <br /> Kroot and Piranha w/ drones are what make Tau armies actually work.  Piranha block vehicles as well as infantry, while kroot and gun drones block infantry.  Its all about buying your suits time to do the killin'.<br /> <br /> <br /> Don't get upgrades for Firewarriors.  If you insist on fielding foot units of them then a 'Ui upgrade is ok for the <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> boost.<br /> <br /> Sniper drones are ok, but have some drawbacks.  They use up a Heavy slot, which is a big deal.  Also every team must be deployed and operate independently, which means a 4 wound stationary Kill Point.  They also lose effectiveness with enemies in cover, and they don't get through feel no pain (except some <span class="glossaryitem" onmouseover='gp(27);'>DE</span> units).  I personally stick with Broadsides and Hammerheads.]]></description>
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				<pubDate><![CDATA[Tue, 12 Jul 2011 20:58:45]]> GMT</pubDate>
				<author><![CDATA[ Creeping Dementia]]></author>
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				<title>how to counter assaults with tau</title>
				<description><![CDATA[ Stay mobile in Devilfish. If your <span class="glossaryitem" onmouseover='gp(39);'>FW</span> are out of their fish you're doing it wrong.<br /> <br /> If you must castle up, however, put Kroot meatshields in front in a line. Sometimes it works against weaker units, to put <span class="glossaryitem" onmouseover='gp(39);'>FW</span> in front so they can get some good rapid firing before they die, with Kroot behind to countercharge. A unit of 20 dishes out 60 s4 attacks on the charge, but will still die quickly so I wouldn't recommend it.]]></description>
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				<pubDate><![CDATA[Tue, 12 Jul 2011 21:04:39]]> GMT</pubDate>
				<author><![CDATA[ TrollPie]]></author>
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				<title>Re:how to counter assaults with tau</title>
				<description><![CDATA[ my buddy plays Tau and I have under estimated the Kroot before and they wiped me  He runs a large unit of them and when they are in the woods they get that bonus to cover saves.  They are decent in hand to hand but lack armor, so they die easy.  However at the point costs they aren't that bad]]></description>
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				<pubDate><![CDATA[Tue, 12 Jul 2011 21:06:41]]> GMT</pubDate>
				<author><![CDATA[ Crom]]></author>
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				<title>how to counter assaults with tau</title>
				<description><![CDATA[ <blockquote><div><cite>Flavius Infernus wrote:</cite>Use units of about 10-14 kroot to screen your suits.<br /> <br /> When the orks get close, move your kroot screen in a line up to about 1" away from the assaulting ork unit, and stand there.  In their turn, they must charge the screening kroot.  The kroot all die, then you get another turn to shoot at the orks or whatever with your suits.<br /> <br /> Then, if you have another unit of kroot, do it again.<br /> <br /> You can get at least 2-3 additional turns of shooting from using successive screens of kroot to slow enemy assaults.  At higher point values, and against vehicles, you can do the same thing with piranhas.<br /> <br /> <br /> </div></blockquote><br /> <br /> I'm an old Tau player, I hate this bubble wrap / throw away unit crap.  Kroot, suck for <span class="glossaryitem" onmouseover='gp(19);'>CC</span> in 5th edition, they almost always lose <span class="glossaryitem" onmouseover='gp(173);'>CR</span> and run.  Kroot are actually pretty useful, but not as assaulters, rather as cheap shooters from forests (3+ save, yay!).  Ironically, Kroot do better against orks than they do any other army, because of the lack of armor...........it's still not enough.  <br /> <br /> Your only real option, as a Tau player, to deal with assaulters, is........to not get assaulted.  Don't have a gunline, stay mobile.  Form pockets, lure the leading edge of the army into your pocket, focus fire and shoot it the hell off.  Run away.<br /> <br /> My Tau theories are different than everyone else's though.  Sometimes, though, everyone else is wrong.    ]]></description>
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				<pubDate><![CDATA[Tue, 12 Jul 2011 21:28:02]]> GMT</pubDate>
				<author><![CDATA[ Sir_Prometheus]]></author>
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				<title>how to counter assaults with tau</title>
				<description><![CDATA[ Not getting assaulted is not always an option.<br /> <br /> Deathwing assault, <span class="glossaryitem" onmouseover='gp(493);'>DoA</span> Blood Angels, Dark Eldar, Spodding nids, bike armies or podding marines can all assault anything on the table by the end of turn 2 (3 for blood angels).  It's just plain geometry.  There is no spot on the table that they can't reach in 2 turns, and no army can muster enough firepower to stop them before they get to you.  Tau are so weak in assault, that one character or a couple of terminators can take out a whole army once they reach it.<br /> <br /> Heck, any army with a land raider can assault you in turn 2 if you don't manage to stop it with your one turn of shooting.  Going second, with the <span class="glossaryitem" onmouseover='gp(87);'>LR</span> smoking after its turn 1 movement, the odds are really good that you'll have terminators and Vulkan or whatever in your lines at the top of turn 2.<br /> <br /> Screening is the only way to buy yourself some time, and some additional turns of shooting.]]></description>
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				<pubDate><![CDATA[Tue, 12 Jul 2011 21:40:19]]> GMT</pubDate>
				<author><![CDATA[ Flavius Infernus]]></author>
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				<title>how to counter assaults with tau</title>
				<description><![CDATA[ <blockquote><div><cite>Flavius Infernus wrote:</cite> There is no spot on the table that they can't reach in 2 turns.</div></blockquote><br /> tables are large enough to take many turns to get from one end to another, are you sure?]]></description>
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				<pubDate><![CDATA[Tue, 12 Jul 2011 22:01:23]]> GMT</pubDate>
				<author><![CDATA[ aldwin123123]]></author>
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				<title>how to counter assaults with tau</title>
				<description><![CDATA[ <blockquote><div><cite>aldwin123123 wrote:</cite><blockquote><div><cite>Flavius Infernus wrote:</cite> There is no spot on the table that they can't reach in 2 turns.</div></blockquote><br /> tables are large enough to take many turns to get from one end to another, are you sure?</div></blockquote><br /> <br /> Let's see the math.<br /> <br /> A <span class="glossaryitem" onmouseover='gp(27);'>DE</span> transport can go 12" forward and disembark troops 2" (nearly 15" total). Then the troops fleet 1-6" and assault 6" for a total movement of 22"-27" (or actually just under 27").  So in a pitched battle deployment, they can reach to the enemy deployment zone in 1 turn 2/3 of the time--that's in turn 1.  If you set up on your board edge and the <span class="glossaryitem" onmouseover='gp(27);'>DE</span> transports go flat-out in their turn 1, they're 36" into the table in their own turn 2--so even the minimum assault of 22" would carry them 58" from the <span class="glossaryitem" onmouseover='gp(27);'>DE</span> player's table edge.  On the 48" tables where I play, that's 10" beyond the opponent's table edge.  Even in Dawn of War, they can cross a minimum of 46" of table with a turn 2 assault.  I hope your crisis suit bases are less than 2" wide, or you're getting assaulted.<br /> <br /> In a deathwing assault, the bikes can scout-boost 24" off their deployment line and call in the deepstriking terminators 6" forward of that.  Including the size of their bases, that puts those terminators easily into the 50"+ assault distance in turn 2 for a pitched battle deployment.<br /> <br /> A land raider (non-fast) deploying on the line goes 12" forward in its first turn and pops smoke.  Then in the following turn it gets 12" more, plus nearly 3" disembark, and 6" assault for a total of almost 33".  In pitched battle that means 45" from the opponent's table edge.<br /> <br /> Those are the armies that deploy on the line--and in spearhead you can sometimes use distance to get a third turn of shooting (if you went first, otherwise still 2 turns of shots) for that type of army.<br /> <br /> But for deepstriking armies--the <span class="glossaryitem" onmouseover='gp(493);'>DoA</span> <span class="glossaryitem" onmouseover='gp(10);'>BA</span> or spodding nids or podding marines or daemons--they can deepstrike 1" in front of your lines no matter where you deploy.  If you don't have some kind of screening unit to stop them, they're going to charge you the turn after they drop.]]></description>
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				<pubDate><![CDATA[Tue, 12 Jul 2011 22:24:17]]> GMT</pubDate>
				<author><![CDATA[ Flavius Infernus]]></author>
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				<title>how to counter assaults with tau</title>
				<description><![CDATA[ Against assault armies like Nids or Orks Kroot shields don't wonk. They will outnumber you kroot and have enough units to wrap around your kroot and <span class="glossaryitem" onmouseover='gp(39);'>FW</span>. Yes some armies can move as fast as you can but these armies (<span class="glossaryitem" onmouseover='gp(27);'>DE</span>, <span class="glossaryitem" onmouseover='gp(10);'>BA</span>) will kill the kroot as easy as <span class="glossaryitem" onmouseover='gp(39);'>FW</span>. While they are in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> with the kroot you can't shoot them.<br /> <br /> The trick is to use vehicles. Tyranids rely on specific units to destroy tanks- focus on these at first and they won't be able to hurt tanks. Orks have only very limited <span class="glossaryitem" onmouseover='gp(482);'>AT</span> weapons. Your Disruption pods (always take dpods on every vehicles- best 5 point upgrade in the game) will stop a lot of ranged attacks and your fast enough to stay out of combat. If you have a choice between a vehicle and an infantry unit that do the same roles, choose the tank (the only exception is crisis suits- get as many as you can).<br /> <br /> Make sure your <span class="glossaryitem" onmouseover='gp(39);'>FW</span> are always in the Dfish. <span class="glossaryitem" onmouseover='gp(39);'>FW</span> are some of the worst basic troops so just keep them for holding objectives.<br /> <br /> In the first few turns try to thin out the enemy. Focus fire units and use railgun submunitions. Cleary some units early on makes maneuvering later in the game much easier.<br /> <br /> If a infantry unit gets into combat just try and get the rest of the units far enough away that they can't be charged and within <span class="glossaryitem" onmouseover='gp(85);'>LoS</span> to destroy the enemy unit in the next turn. <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 12 Jul 2011 22:42:12]]> GMT</pubDate>
				<author><![CDATA[ 4M2A]]></author>
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				<title>how to counter assaults with tau</title>
				<description><![CDATA[ <blockquote><div><cite>Sir_Prometheus wrote:</cite><blockquote><div><cite>Flavius Infernus wrote:</cite>Use units of about 10-14 kroot to screen your suits.<br /> <br /> When the orks get close, move your kroot screen in a line up to about 1&quot; away from the assaulting ork unit, and stand there.  In their turn, they must charge the screening kroot.  The kroot all die, then you get another turn to shoot at the orks or whatever with your suits.<br /> <br /> Then, if you have another unit of kroot, do it again.<br /> <br /> You can get at least 2-3 additional turns of shooting from using successive screens of kroot to slow enemy assaults.  At higher point values, and against vehicles, you can do the same thing with piranhas.<br /> <br /> <br /> </div></blockquote><br /> <br /> I'm an old Tau player, I hate this bubble wrap / throw away unit crap.  Kroot, suck for <span class="glossaryitem" onmouseover='gp(19);'>CC</span> in 5th edition, they almost always lose <span class="glossaryitem" onmouseover='gp(173);'>CR</span> and run.  Kroot are actually pretty useful, but not as assaulters, rather as cheap shooters from forests (3+ save, yay!).  Ironically, Kroot do better against orks than they do any other army, because of the lack of armor...........it's still not enough.  <br /> <br /> Your only real option, as a Tau player, to deal with assaulters, is........to not get assaulted.  Don't have a gunline, stay mobile.  Form pockets, lure the leading edge of the army into your pocket, focus fire and shoot it the hell off.  Run away.<br /> <br /> My Tau theories are different than everyone else's though.  Sometimes, though, everyone else is wrong.    </div></blockquote><br /> <br /> Your cookie good sir ----&gt; *cookie* <br /> <br /> Also, plus 5 pts of &quot;yes&quot;]]></description>
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				<pubDate><![CDATA[Tue, 12 Jul 2011 22:47:37]]> GMT</pubDate>
				<author><![CDATA[ BeefCakeSoup]]></author>
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				<title>how to counter assaults with tau</title>
				<description><![CDATA[ <blockquote><div><cite>Flavius Infernus wrote:</cite><blockquote><div><cite>aldwin123123 wrote:</cite><blockquote><div><cite>Flavius Infernus wrote:</cite> There is no spot on the table that they can't reach in 2 turns.</div></blockquote><br /> tables are large enough to take many turns to get from one end to another, are you sure?</div></blockquote><br /> <br /> Let's see the math.<br /> <br /> <br /> <br /> In a deathwing assault, the bikes can scout-boost 24" off their deployment line and call in the deepstriking terminators 6" forward of that.  Including the size of their bases, that puts those terminators easily into the 50"+ assault distance in turn 2 for a pitched battle deployment.<br /> <br /> </div></blockquote><br /> <br /> I'm not discreditting your whole arguement, but to be accurate, you should know that Ravenwing bikes are actually dissallowed by thier own codex from turbo-boosting on scout moves. ]]></description>
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				<pubDate><![CDATA[Tue, 12 Jul 2011 23:44:30]]> GMT</pubDate>
				<author><![CDATA[ ork_smash]]></author>
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				<title>how to counter assaults with tau</title>
				<description><![CDATA[ <blockquote><div><cite>ork_smash wrote:</cite><blockquote><div><cite>Flavius Infernus wrote:</cite><blockquote><div><cite>aldwin123123 wrote:</cite><blockquote><div><cite>Flavius Infernus wrote:</cite> There is no spot on the table that they can't reach in 2 turns.</div></blockquote><br /> tables are large enough to take many turns to get from one end to another, are you sure?</div></blockquote><br /> <br /> Let's see the math.<br /> <br /> <br /> <br /> In a deathwing assault, the bikes can scout-boost 24" off their deployment line and call in the deepstriking terminators 6" forward of that.  Including the size of their bases, that puts those terminators easily into the 50"+ assault distance in turn 2 for a pitched battle deployment.<br /> <br /> </div></blockquote><br /> <br /> I'm not discreditting your whole arguement, but to be accurate, you should know that Ravenwing bikes are actually dissallowed by thier own codex from turbo-boosting on scout moves. </div></blockquote><br /> <br /> <br /> How about a grey knight shunt+scout?]]></description>
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				<pubDate><![CDATA[Tue, 12 Jul 2011 23:51:12]]> GMT</pubDate>
				<author><![CDATA[ agnosto]]></author>
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				<title>how to counter assaults with tau</title>
				<description><![CDATA[ Pretty sure that got banned by the Grey Knight <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span>^.<br /> <br /> Having units which are always going to lose combats (and lose them badly in most cases) is not necessarily a bad thing. For a shooting heavy army (which is what Tau are by default) you don't want units to be tied up in combat because it means you can't shoot them. What you don't want is units holding for a turn, because then they win combat/you break in your own turn so they get free movement and a chance to press forward quickly without being countered. So even if your Kroot/Drones/Piranhas/empty Devilfish die painfully they won't be locking your opponents units safely in combat, so you can set up the next speed bump and resume shooting the hell out of him.]]></description>
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				<pubDate><![CDATA[Wed, 13 Jul 2011 00:45:25]]> GMT</pubDate>
				<author><![CDATA[ Powerguy]]></author>
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				<title>how to counter assaults with tau</title>
				<description><![CDATA[ Your battlesuits are your bread and butter focus on getting many of those. Mount up your <span class="glossaryitem" onmouseover='gp(39);'>FWs</span> or if you use pathfinders(which I hiiighly suggest) have your <span class="glossaryitem" onmouseover='gp(39);'>FWs</span> jack their transport, if you depolyed them right they won't be needing it. Then fill in with hammerheads pirhanas etc. A lot of people like broadsides. I prefer hammerheads, they can move and still fire a railgun and have submunitions. Twin linked rail guns are scary but if you opponent says he likes seeing 3 hammerheads on the other end of the table he's a liar.]]></description>
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				<pubDate><![CDATA[Wed, 13 Jul 2011 14:09:14]]> GMT</pubDate>
				<author><![CDATA[ Eliliketheanchor]]></author>
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				<title>how to counter assaults with tau</title>
				<description><![CDATA[ <blockquote><div><cite>Eliliketheanchor wrote:</cite>Your battlesuits are your bread and butter focus on getting many of those. Mount up your <span class="glossaryitem" onmouseover='gp(39);'>FWs</span> or if you use pathfinders(which I hiiighly suggest) have your <span class="glossaryitem" onmouseover='gp(39);'>FWs</span> jack their transport, if you depolyed them right they won't be needing it. Then fill in with hammerheads pirhanas etc. A lot of people like broadsides. I prefer hammerheads, they can move and still fire a railgun and have submunitions. Twin linked rail guns are scary but if you opponent says he likes seeing 3 hammerheads on the other end of the table he's a liar.</div></blockquote><br /> <br /> My opponents prefer me to field my 3 Hammerhead list, they have a better shot against 3 Hammerheads than they do against 9 Plasma Broadsides with Piranha/Drone/Kroot buffering.  Hammerheads just have to be glanced to shut them down.  Broadsides only stop shooting when they're dead.<br /> <br /> Reliance on mobility to buy us time used to work well... then Blood Angels and Dark Eldar got redone.  <span class="glossaryitem" onmouseover='gp(27);'>DE</span> are so much faster it nearly neutralizes our movement, and <span class="glossaryitem" onmouseover='gp(10);'>BA</span> are also faster as well as having better gear and firepower for that sort of game.  Mech Tau used to be the best way to go, but I've found building to our current strengths (awesome anti-Mech) to work very well, which means a buffered gunline.  I've placed in the last three tournaments I've been in with it, seems to be going well.]]></description>
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				<pubDate><![CDATA[Wed, 13 Jul 2011 14:41:10]]> GMT</pubDate>
				<author><![CDATA[ Creeping Dementia]]></author>
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				<title>how to counter assaults with tau</title>
				<description><![CDATA[ As an Enclave player I can't do the kroot throw away option to stay out of assault. And since my roommate plays <span class="glossaryitem" onmouseover='gp(27);'>DE</span> and <span class="glossaryitem" onmouseover='gp(25);'>DA</span> I've had lots of experience being assaulted. I find your best bet is to first and foremost kill any enemy transports. (Really easy if your're playing <span class="glossaryitem" onmouseover='gp(27);'>DE</span>, every gun tau has can pen!) And use those fish of fury the right way. Mobility and smart tactics can usually keep you from being assaulted, but if one of your squads finds itself in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>. Just leave em to die and get your other units away so they can fire once the carnage is over. Thats my plan anyway.]]></description>
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				<pubDate><![CDATA[Wed, 13 Jul 2011 19:04:22]]> GMT</pubDate>
				<author><![CDATA[ Fireknife]]></author>
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				<title>how to counter assaults with tau</title>
				<description><![CDATA[ <blockquote><div><cite>Eliliketheanchor wrote:</cite> Twin linked rail guns are scary but if you opponent says he likes seeing 3 hammerheads on the other end of the table he's a liar.</div></blockquote><br /> 2 Broadsides cost about as much as a RailHead whit certain upgrades. having 3 RailHeads still just gives you 3 <span class="glossaryitem" onmouseover='gp(482);'>AT</span> shots while 9 broadsides gives you 3 times as many ( at more points, but still ). the best (Da best) is a combination of Hammerheads and Broadsides]]></description>
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				<pubDate><![CDATA[Wed, 13 Jul 2011 19:49:56]]> GMT</pubDate>
				<author><![CDATA[ MrTau]]></author>
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				<title>how to counter assaults with tau</title>
				<description><![CDATA[ Personally I find relying completely on Broadsides to be a bad idea. You can give them upgrades to make them tougher but a single high S low <span class="glossaryitem" onmouseover='gp(6);'>AP</span> blast will wipe them out. They can be locked in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> and are easy to catch becuase they are so slow. People know what they can do and will target them first. If you want to keep them alive them you have to spend more points on a unit to <br /> protect them or keep the rest of your army nearby.<br /> <br /> They aren't bad but it's useful to have a railhead at the same time. They are faster, tougher and can move away from the rest of the army.]]></description>
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				<pubDate><![CDATA[Thu, 14 Jul 2011 15:38:23]]> GMT</pubDate>
				<author><![CDATA[ 4M2A]]></author>
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				<title>how to counter assaults with tau</title>
				<description><![CDATA[ Dont the crisis suits have failsafe detonators that just pwn everything around it? you get to have the rest of the squad fall back, and then 1 stays behind and a large blast S8 AP2 is placed on top of him, blowing up whatever is near, if its termies, goodbye termies<br /> <br /> <span class="glossaryitem" onmouseover='gp(70);'>IIRC</span>, i may be wrong on the rule]]></description>
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				<pubDate><![CDATA[Thu, 14 Jul 2011 15:53:42]]> GMT</pubDate>
				<author><![CDATA[ dajobe]]></author>
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				<title>how to counter assaults with tau</title>
				<description><![CDATA[ Do not get assaulted. <br /> Use hammerhead mode and missile pod spam to destroy them before they get close. <br /> If didn't work out: FLEE.<br /> <br /> Do not get assaulted.]]></description>
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				<pubDate><![CDATA[Thu, 14 Jul 2011 15:59:23]]> GMT</pubDate>
				<author><![CDATA[ ryanstartalker]]></author>
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				<title>how to counter assaults with tau</title>
				<description><![CDATA[ Play dead, just lay your models down on their sides and fall to the ground, your opponent will eventually give up and leave]]></description>
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				<pubDate><![CDATA[Thu, 14 Jul 2011 16:03:06]]> GMT</pubDate>
				<author><![CDATA[ dajobe]]></author>
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				<title>how to counter assaults with tau</title>
				<description><![CDATA[ <blockquote><div><cite>Sir_Prometheus wrote:</cite><blockquote><div><cite>Flavius Infernus wrote:</cite>Use units of about 10-14 kroot to screen your suits.<br /> <br /> When the orks get close, move your kroot screen in a line up to about 1" away from the assaulting ork unit, and stand there.  In their turn, they must charge the screening kroot.  The kroot all die, then you get another turn to shoot at the orks or whatever with your suits.<br /> <br /> Then, if you have another unit of kroot, do it again.<br /> <br /> You can get at least 2-3 additional turns of shooting from using successive screens of kroot to slow enemy assaults.  At higher point values, and against vehicles, you can do the same thing with piranhas.<br /> <br /> <br /> </div></blockquote><br /> <br /> I'm an old Tau player, I hate this bubble wrap / throw away unit crap.  Kroot, suck for <span class="glossaryitem" onmouseover='gp(19);'>CC</span> in 5th edition, they almost always lose <span class="glossaryitem" onmouseover='gp(173);'>CR</span> and run.  Kroot are actually pretty useful, but not as assaulters, rather as cheap shooters from forests (3+ save, yay!).  Ironically, Kroot do better against orks than they do any other army, because of the lack of armor...........it's still not enough.  <br /> <br /> Your only real option, as a Tau player, to deal with assaulters, is........to not get assaulted.  Don't have a gunline, stay mobile.  Form pockets, lure the leading edge of the army into your pocket, focus fire and shoot it the hell off.  Run away.<br /> <br /> My Tau theories are different than everyone else's though.  Sometimes, though, everyone else is wrong.    </div></blockquote><br /> <br /> You can't avoid assault against some armies.  This in itself is a flawed strategy.  Don't believe me?  You're gonna love scout bikes.  <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><cite>4M2A wrote:</cite>Personally I find relying completely on Broadsides to be a bad idea. You can give them upgrades to make them tougher but a single high S low <span class="glossaryitem" onmouseover='gp(6);'>AP</span> blast will wipe them out. They can be locked in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> and are easy to catch becuase they are so slow. People know what they can do and will target them first. If you want to keep them alive them you have to spend more points on a unit to <br /> protect them or keep the rest of your army nearby.<br /> <br /> They aren't bad but it's useful to have a railhead at the same time. They are faster, tougher and can move away from the rest of the army.</div></blockquote><br /> <br /> Pretty much everything you said is true for Hammerheads too.  A single high strength shot (doesn't even have to be  a blast) can cripple with a simple weapon destroyed result or a crew shaken result.  Hammerheads can't be locked in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, but now they are pretty free in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> since things hit rear...stack this with crew stunned and immobilize results, and you'll find hammerheads pretty crappy when they get assaulted.  People know exactly what they can do and target them first.  <br /> <br /> <br /> <br /> <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><cite>dajobe wrote:</cite>Dont the crisis suits have failsafe detonators that just pwn everything around it? you get to have the rest of the squad fall back, and then 1 stays behind and a large blast S8 AP2 is placed on top of him, blowing up whatever is near, if its termies, goodbye termies<br /> <br /> <span class="glossaryitem" onmouseover='gp(70);'>IIRC</span>, i may be wrong on the rule</div></blockquote><br /> <br /> Failsafes are <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 4]]></description>
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				<pubDate><![CDATA[Thu, 14 Jul 2011 16:17:16]]> GMT</pubDate>
				<author><![CDATA[ scuddman]]></author>
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				<title>Re:how to counter assaults with tau</title>
				<description><![CDATA[ Saying you have to avoid assault is not always the best strategy.  I always take drop pods and fast attack against Tau, and with my Orks I take so many boyz in trukks with big meks and <span class="glossaryitem" onmouseover='gp(163);'>KFF</span> and bikes that I will be assaulting you by turn 2.   <br /> <br /> I think with Tau your biggest strategy point is your deployment.   If you can deploy in a way that will split enemy forces or perhaps distract them in some way while you get enough shots off then your chances of winning are higher.   A lot of times you will benefit form charging for combat resolution rather than be charged.  I have cornered Tau many times with my Marines and Orks and they didn't have any more room to flee.]]></description>
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				<pubDate><![CDATA[Thu, 14 Jul 2011 16:29:39]]> GMT</pubDate>
				<author><![CDATA[ Crom]]></author>
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				<title>how to counter assaults with tau</title>
				<description><![CDATA[ Hammerheads can be one hit by high S but Dpods can go a long way to help this. If your letting you opponent get any where near <span class="glossaryitem" onmouseover='gp(19);'>CC</span> range with your hammerhead you probably need to rethink your plan. They can crew shaken/stunned you but it isn't likely this will happen enough to stop you moving enough to escape <span class="glossaryitem" onmouseover='gp(19);'>CC</span>. Broadsides can't move and shoot and are far too slow. Hammerheads can move around to get into <span class="glossaryitem" onmouseover='gp(85);'>LoS</span> and don't have to sit in their starting spot. On a table with any kind of terrain your opponent will be keeping out of <span class="glossaryitem" onmouseover='gp(85);'>LoS</span> with anything valuable. Tau armies fight by keeping mobile. A unit of broadsides goes against this idea completely.]]></description>
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				<pubDate><![CDATA[Thu, 14 Jul 2011 18:01:20]]> GMT</pubDate>
				<author><![CDATA[ 4M2A]]></author>
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				<title>how to counter assaults with tau</title>
				<description><![CDATA[ Tau are like long range artillery team but artillery is useless at close range]]></description>
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				<pubDate><![CDATA[Thu, 14 Jul 2011 18:04:33]]> GMT</pubDate>
				<author><![CDATA[ Nightfall]]></author>
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				<title>how to counter assaults with tau</title>
				<description><![CDATA[ <blockquote><div><cite>dajobe wrote:</cite>Play dead, just lay your models down on their sides and fall to the ground, your opponent will eventually give up and leave</div></blockquote><br /> <br /> Very funny story about this, believe it or not it worked on me once. I had gone to the bathroom for a moment and my friend knocked over some <span class="glossaryitem" onmouseover='gp(39);'>FW</span> while I was gone. When I came back I didn't notice and kept playing. Flew my assault marines over them then next turn he announced they'd be rapid firing me. If I hadn't tabled him I would have been pissed]]></description>
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				<pubDate><![CDATA[Thu, 14 Jul 2011 18:20:12]]> GMT</pubDate>
				<author><![CDATA[ Nicholas]]></author>
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				<title>how to counter assaults with tau</title>
				<description><![CDATA[ @scuddman: i stand corrected, but still, S8]]></description>
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				<pubDate><![CDATA[Thu, 14 Jul 2011 18:34:19]]> GMT</pubDate>
				<author><![CDATA[ dajobe]]></author>
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				<title>how to counter assaults with tau</title>
				<description><![CDATA[ You can give broadsides the advanced stabilization system.  At <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 3 with twin linked, they hit 75% of the time with 1 shot.  (You miss half the time, but of the times you miss, you still get one half of those to hit with the reroll: 50+25=75% for one shot)<br /> <br /> Now they're obliterators shooting railguns or smart missiles instead of lascannons.  <br /> <br /> A lot of people kind of blow off this upgrade, but in dawn of war you can shoot the moment you walk on the table...and if you fall back you can still shoot even on the turn you rally.  <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 14 Jul 2011 19:55:36]]> GMT</pubDate>
				<author><![CDATA[ scuddman]]></author>
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				<title>how to counter assaults with tau</title>
				<description><![CDATA[ <blockquote><div><cite>scuddman wrote:</cite>You can give broadsides the advanced stabilization system.  At <span class="glossaryitem" onmouseover='gp(14);'>BS</span> 3 with twin linked, they hit 75% of the time with 1 shot.  (You miss half the time, but of the times you miss, you still get one half of those to hit with the reroll: 50+25=75% for one shot)<br /> <br /> Now they're obliterators shooting railguns or smart missiles instead of lascannons.  <br /> <br /> A lot of people kind of blow off this upgrade, but in dawn of war you can shoot the moment you walk on the table...and if you fall back you can still shoot even on the turn you rally.  <br /> <br /> </div></blockquote><br /> <br /> Very true, except you're usually not shooting Rails first turn of Dawn of War anyway due to nightfight.<br /> <br /> I generally stick with Plasma/Multitracker Broadsides for more damage output (and the ability to fire plasma on the move), or Target arrays for the extra accuracy.  The only exception really is when I know the mission ahead of time is a Dawn of War with no night fight (like last years 'Ard Boyz scenario).]]></description>
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				<pubDate><![CDATA[Thu, 14 Jul 2011 20:24:30]]> GMT</pubDate>
				<author><![CDATA[ Creeping Dementia]]></author>
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				<title>how to counter assaults with tau</title>
				<description><![CDATA[ <blockquote><div><cite>4M2A wrote:</cite> If your letting you opponent get any where near <span class="glossaryitem" onmouseover='gp(19);'>CC</span> range with your hammerhead you probably need to rethink your plan. </div></blockquote><br /> <br /> I really have to ask how rethinking your plan is going to help you avoid <span class="glossaryitem" onmouseover='gp(27);'>DE</span> wyches in raiders with haywire grenades or deepstriking <span class="glossaryitem" onmouseover='gp(493);'>DoA</span> Blood Angels?]]></description>
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				<pubDate><![CDATA[Thu, 14 Jul 2011 22:13:26]]> GMT</pubDate>
				<author><![CDATA[ Flavius Infernus]]></author>
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				<title>how to counter assaults with tau</title>
				<description><![CDATA[ I nearly forgot;<br /> <br /> Take as much Flechette Discharger as you can on your vehicle. It works surprisingly well to my Tau-playing friend when my Wolf Scouts outflank and hit his Hammerhead with meltabombs.]]></description>
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				<pubDate><![CDATA[Fri, 15 Jul 2011 03:50:16]]> GMT</pubDate>
				<author><![CDATA[ ryanstartalker]]></author>
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				<title>Re:how to counter assaults with tau</title>
				<description><![CDATA[ Flechettes are one of the greatest Vehicle Upgrades in the Tau Codex:<br /> <br /> 5 piranhas with Disruption pods and Flechettes= Close Combat Deterrent]]></description>
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				<pubDate><![CDATA[Fri, 15 Jul 2011 04:19:34]]> GMT</pubDate>
				<author><![CDATA[ Iur_tae_mont]]></author>
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				<title>how to counter assaults with tau</title>
				<description><![CDATA[ i totally forgot about the flechettes, that stuff dirty. disruption pods are also GREAT. good points]]></description>
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				<pubDate><![CDATA[Fri, 15 Jul 2011 12:53:32]]> GMT</pubDate>
				<author><![CDATA[ dajobe]]></author>
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				<title>how to counter assaults with tau</title>
				<description><![CDATA[ Piranha squads with flechettes make melee units go away. Keeping them alive from shooting, that's another story...]]></description>
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				<pubDate><![CDATA[Fri, 15 Jul 2011 20:55:07]]> GMT</pubDate>
				<author><![CDATA[ juraigamer]]></author>
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				<title>Re:how to counter assaults with tau</title>
				<description><![CDATA[ Details, Details. <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"><br /> <br /> <br /> <span class="glossaryitem" onmouseover='gp(70);'>IIRC</span> can't the same be said for anything in the Tau army used to deter Close Combat?<br /> <br /> But if I had to put money on what would be harder to kill out of Kroot, Drones, and Pirahnas, I'd say Pirahnas]]></description>
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				<pubDate><![CDATA[Fri, 15 Jul 2011 21:00:46]]> GMT</pubDate>
				<author><![CDATA[ Iur_tae_mont]]></author>
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				<title>Re:how to counter assaults with tau</title>
				<description><![CDATA[ Played a game tonight against Tau.  I lost.  I played my Orks.  We had a third party who wasn't playing set up terrain for us, I lost the roll to pick sides, and the tau had two very large buildings (awesome cover saves) and shot the heck outta my orks.  I managed to keep about half my horde and assault, but due to the terrain being multiple levels the crisis suit guys would just jet pack out of range on an upper level and kite me back and forth.   <br /> <br /> Granted we did end the game a turn or two short due to something coming up, so I could have probably come back and won it.  We agreed to count kill points and call it a match (was with a good friend of mine anyway, friendly game not competitive).   The biggest annoyance were the cover saves.  I had so much dakka coming at him and he just rolled crazy cover saves.   I wiped out 3 units of firewarriors, 1 large unit of kroot, and he wiped out 3 mobs of boyz in trukks and a unit of fast attack bikers.  <br /> <br /> The biggest upset was that he had one unit locked down in a reinforced bunker and I did not have anything that could really punch through armor 14, and he marker lit the heck outta my lootas and reduced their cover save to zero and then large template blasted the heck outta me.  I only had 2 or 3 lootas left at the end.<br /> <br /> I also had some bad rolls, failed most of my cover saves and ended up boss polling a unit down to near death.  They were under 25% and so I had to boss pole them because if they had fled they could not have rallied.  I made a few tactical mistakes but they were all movement mistakes.  He deployed in a superior position, allowed me to come at him and then kited my boyz with his jump jet guys on buildings that had multiple levels.<br /> <br /> I admit I designed these pieces of terrain with a ton of left over necromunda pieces I had from back in the day so it all had multiple levels and bridges and stuff.  The high ground really held out in his benefit because I was chasing him most of the time.  Of course had I won the roll to pick sides I would have chosen his side to negate that effect.<br /> <br /> Oh well, good game, I learned a lot about not letting the Tau kite me and use tons of cover to their advantage.  I also am very new to Orks in 5th edition.  I just dusted them off recently and this is my 2nd or 3rd game with them.  I hadn't played Orks since 2nd edition and it is a world of difference.  Overall, fun game, fun night, and I didn't lose by a landslide or anything.<br /> <br /> Funniest part was when my big mek fought like 25 kroot.  They rolled crappy, only scored 3 wounds on me, I saved all three.  I attacked back with a power claw won combat, and then did a sweeping advance.  This was an over run assault from when I wiped the other fire warriors.<br /> <br /> I am going to change my list up some though for our next match.]]></description>
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				<pubDate><![CDATA[Sat, 16 Jul 2011 07:49:36]]> GMT</pubDate>
				<author><![CDATA[ Crom]]></author>
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				<title>Re:how to counter assaults with tau</title>
				<description><![CDATA[ Did the Tau player remember to roll dangerous terrain checks when jumping onto those ruins? It's ordinarily a risky tactic.]]></description>
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				<pubDate><![CDATA[Sat, 16 Jul 2011 09:12:15]]> GMT</pubDate>
				<author><![CDATA[ Raxmei]]></author>
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				<title>how to counter assaults with tau</title>
				<description><![CDATA[ yep....i myself would have had 3 railheads and a whole bunch of shots coming your way by any means necessary....and the 1 thing i fear of orks are deff koptas....when you watch 1 squad wipe out 4 units of crisis suits and a stealth unit, you learn to get a bit paranoid.......]]></description>
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				<pubDate><![CDATA[Sun, 17 Jul 2011 02:30:06]]> GMT</pubDate>
				<author><![CDATA[ krato123]]></author>
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				<title>how to counter assaults with tau</title>
				<description><![CDATA[ <blockquote><div><cite>krato123 wrote:</cite>yep....i myself would have had 3 railheads and a whole bunch of shots coming your way by any means necessary....and the 1 thing i fear of orks are deff koptas....when you watch 1 squad wipe out 4 units of crisis suits and a stealth unit, you learn to get a bit paranoid.......</div></blockquote><br /> <br /> <br /> Unfortunately I took my defcopters apart to paint them, otherwise I would have fielded at least 6.  I also got lucky and seized the initiative and rolled a 6 to go first.  I made one vital mistake and should have assaulted a squad in the ruins instead of a transport vehicle.  I thought there were units in the transport but apparently it was a decoy.   That would have stopped another round of 20 rapid fire plasma rifle shots at me.   <br /> <br /> If I had to do it again, I would probably put a unit of burna boyz with ghazskull thraka in the battle wagon, and then ran nothing but boyz in trukks and probably a unit of lootas and not taken the bikers.   Biker nobz are tough but due to terrain they honestly did not do enough damage to justify.   Of course I made my list before we laid down terrain.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Sun, 17 Jul 2011 18:28:27]]> GMT</pubDate>
				<author><![CDATA[ Crom]]></author>
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				<title>Re:how to counter assaults with tau</title>
				<description><![CDATA[ <blockquote class="uncited"><div> Play dead, just lay your models down on their sides and fall to the ground, your opponent will eventually give up and leave.</div></blockquote><br /> a tactic i shall use in my next game.<br />  <img src="/s/i/a/fd71d655ed1170b5e731d23d94924695.gif" border="0"> <br /> i use 2 Piranhas with seeker missiles and pathfinders to markerlight those pesky  <img src="/s/i/a/b3ae9cf68ec71745d6b110374d581299.gif" border="0">  troop transports, that stops a quick advance!   <br /> <br />  <img src="/s/i/a/fd71d655ed1170b5e731d23d94924695.gif" border="0"> <br />  <img src="/s/i/a/ff8a165ac0106f1bc7b411c37c365dbe.gif" border="0"> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 18 Jul 2011 06:45:15]]> GMT</pubDate>
				<author><![CDATA[ BullHorn2894]]></author>
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				<title>Re:how to counter assaults with tau</title>
				<description><![CDATA[ another thing my buddy did, was he ejected his drones off his vehicles to block me from assaulting units behind it.   It was timed well and it worked.  Though the drones are easy to kill but what they do is buy him a turn of rapid fire, and that is all it takes to thin the numbers.]]></description>
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				<pubDate><![CDATA[Mon, 18 Jul 2011 12:28:52]]> GMT</pubDate>
				<author><![CDATA[ Crom]]></author>
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				<title>how to counter assaults with tau</title>
				<description><![CDATA[ 6 Pathfinders markerlighting a non-fearless <span class="glossaryitem" onmouseover='gp(19);'>CC</span> squad, and following up with enough shooting to cause the 25% check. As long as you make the <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> reduction on a unit you're confident will cause at least one wound, you can usually pin (or hopefully make retreat) most <span class="glossaryitem" onmouseover='gp(82);'>Ld</span> 8ish units (Tagging a Ld9 <span class="glossaryitem" onmouseover='gp(167);'>Tac</span> squad with 3 lights, and forcing a check is a thing of beauty, especially when within Fall Back distance of the&nbsp;board edge... <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> )]]></description>
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				<pubDate><![CDATA[Mon, 18 Jul 2011 18:38:43]]> GMT</pubDate>
				<author><![CDATA[ darkPrince010]]></author>
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