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				<title>Ultramarines v. Tau - Need some help beating Tau</title>
				<description><![CDATA[ Hello all,<br /> I was doing really well against my friend who plays Tau. As of late, I have been really having to grind out games against him. Wondering if my strategy is flawed or I am just getting an increased challenge due to the luck of the die. Here are my recent issues:<br /> <br /> 1.) Broadsides w/rainguns and shield drones - cant seem to kill them. He deploys them in the far reaches of the zone and takes full advantage of the long range. I have tried to do the range thing and have failed. I tried running terminators up to him and I get mowed down before I get there for <span class="glossaryitem" onmouseover='gp(19);'>CC</span>. I even tried the Landraider rush and that did not end well. Even went the route of Drop Pods with tactical squads hoping that rate of fire would fare better and that did not work either.<br /> <br /> 2.) Piranha x 3 squads - I take a beating from them since I can't hit them as they always move so far to get a cover save when I shoot at them. Tried using a Dread + Landraider to counter this and that epically failed twice as they have always survived long enough to get close and have the melta benefits from their loadout.<br /> <br /> What are the best counters/suggestins for eliminating these two threats? Just to add, I have just about everything in the <span class="glossaryitem" onmouseover='gp(119);'>SM</span> line, so unit availability would not be an issue.  <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"><br /> <br /> EDIT: I should have added what he normally runs. Forgive me if I don't get all the names right as I don't have all the Tau units memorized. His force normally has the following:<br /> <br /> 2 Broadsides with <span class="glossaryitem" onmouseover='gp(126);'>TL</span> Railguns + 2 shield drones<br /> Piranha x 3 w/fusion blasters (I think that is what they are called)<br /> Jump Infantry in suits x 3 with plasma guns and <span class="glossaryitem" onmouseover='gp(388);'>SMS</span><br /> Hammerhead with a railgun (I think)<br /> A unit that hits me with marker lights.<br /> <br /> I hope that helps.  <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 6 Oct 2011 20:53:33]]> GMT</pubDate>
				<author><![CDATA[ Havok210]]></author>
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				<title>Ultramarines v. Tau - Need some help beating Tau</title>
				<description><![CDATA[ 1) try outflanking Scouts w/ a fist to tie them up and kill them. <br /> 2) Not to sure about the Piranha because I don't play them, but you could try quantity of shots over quality. Turn some assault cannons toward their direction, and they should be disabled at least. I think one of the main weaknesses of non-imperial vehicles is protection against being disabled by shaken/stun. ]]></description>
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				<pubDate><![CDATA[Thu, 6 Oct 2011 20:58:40]]> GMT</pubDate>
				<author><![CDATA[ acekevin8412]]></author>
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				<title>Ultramarines v. Tau - Need some help beating Tau</title>
				<description><![CDATA[ I looked at the title and though..."No you don't."<br /> <br /> <br /> Seriously though, I have used both Assault squads and Assault terminators to beat Broadsides. The key here I think is the word ASSAULT.<br /> <br /> The Tau player I usually play generally skips the Piranha, but I have used devastators with lascannons or missile launchers on them fairly well before.]]></description>
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				<pubDate><![CDATA[Thu, 6 Oct 2011 21:10:57]]> GMT</pubDate>
				<author><![CDATA[ Lord_Osma]]></author>
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				<title>Ultramarines v. Tau - Need some help beating Tau</title>
				<description><![CDATA[ Uhm what are his troops and <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>?  I don't see any.]]></description>
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				<pubDate><![CDATA[Thu, 6 Oct 2011 21:24:40]]> GMT</pubDate>
				<author><![CDATA[ Jefffar]]></author>
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				<title>Ultramarines v. Tau - Need some help beating Tau</title>
				<description><![CDATA[ <blockquote><div><cite>Lord_Osma wrote:</cite>I looked at the title and though..."No you don't."<br /> <br /> <br /> Seriously though, I have used both Assault squads and Assault terminators to beat Broadsides. The key here I think is the word ASSAULT.<br /> <br /> The Tau player I usually play generally skips the Piranha, but I have used devastators with lascannons or missile launchers on them fairly well before.</div></blockquote><br /> <br /> Wouldn't Terminators be better used against more dangerous opponents such as Crisis Suits? Just about any unit can tie up a tau in <span class="glossaryitem" onmouseover='gp(19);'>cc</span>, so why not use Scouts? They can infiltrate in or outflank and hit them befor they have a change to react. Also, if you combine them with Shrike, the have the possibility of a first turn assault.]]></description>
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				<pubDate><![CDATA[Thu, 6 Oct 2011 21:37:46]]> GMT</pubDate>
				<author><![CDATA[ acekevin8412]]></author>
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				<title>Ultramarines v. Tau - Need some help beating Tau</title>
				<description><![CDATA[ On a quick note, it's called a hammerhead, not a devilfish with a rail gun. <br /> <br /> Anyway, what I've always done with against broadsides is outflank or infiltrate something close enough to ruin their day via <span class="glossaryitem" onmouseover='gp(19);'>CC</span><br /> <br /> The Piranhas, well, if they're constantly turbo boosting around well... Anything from pouring shots to assaulting them, once stunned, shaken, or immoblized, should be easy pickings. Otherwise avoid them as best you can and tear up the core of his army]]></description>
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				<pubDate><![CDATA[Thu, 6 Oct 2011 21:54:16]]> GMT</pubDate>
				<author><![CDATA[ King Pariah]]></author>
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				<title>Ultramarines v. Tau - Need some help beating Tau</title>
				<description><![CDATA[ You don't have to kill broadsides you just have to stop them from shooting.  Put anything into close combat with them, and you have bought yourself like 2 turns free.  As others have said, outflanking scouts work really well for this.<br /> <br /> The piranha are easy.  They are AV10 sides and back and open topped..  Just pour bolter fire into them, and they will die quickly.<br /> <br /> And to his suits, Krak missiles are the bain of their existence.  It negates their armor, and causes instant death.  So as long as you hit, and don't roll a 1 for wounding, you will be killing a suit every turn.]]></description>
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				<pubDate><![CDATA[Thu, 6 Oct 2011 22:03:28]]> GMT</pubDate>
				<author><![CDATA[ PraetorDave]]></author>
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				<title>Ultramarines v. Tau - Need some help beating Tau</title>
				<description><![CDATA[ Any vehicles will draw fire and probably not survive.  If you do take a Land Raider, drive 12" turn 1 and pop smoke... that cover save is more valuable than a single weapon shot.  If you take a Dread, run him and pop smoke since you can do both on the same turn.<br /> <br /> Try some bikes.  No really.  Proxy some if he will let you.  Hide if he is going first, turboboost on your turn 1, and assault everything you can turn 2.<br /> <br /> Just remember to run and assault with all you have.  Even Tactical Marines should be assaulting if they can.]]></description>
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				<pubDate><![CDATA[Thu, 6 Oct 2011 22:14:08]]> GMT</pubDate>
				<author><![CDATA[ Wildstorm]]></author>
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				<title>Ultramarines v. Tau - Need some help beating Tau</title>
				<description><![CDATA[ Also, something to consider is told some dreads in drop pods in reserve. Set them up with an assault cannon and <span class="glossaryitem" onmouseover='gp(20);'>ccw</span>. Pop out, shoot, hope you survive, and then assault.]]></description>
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				<pubDate><![CDATA[Thu, 6 Oct 2011 23:41:13]]> GMT</pubDate>
				<author><![CDATA[ acekevin8412]]></author>
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				<title>Re:Ultramarines v. Tau - Need some help beating Tau</title>
				<description><![CDATA[ Vindicators with the pie plate will kill an entire broadside squad if the vehicle can make it there in one piece and you don't roll ones - if the drone controller dies the drones die with him, and you should have enough wrap around wounds to at least kill some squad members.<br /> <br /> Tau is my primary army and I've stuck with them through 5th.  I've actually placed in a few tournaments so I think I'm a decent general and I've lost my broadsides three times - twice in melee (incubus and death company) and once from a vindicator shell.  To be honest, Tau will thrive if you use vehicles to try to counter them.  They have trouble with bikes/jump infantry (things that can jump 12" plasma/fusion suits and plasma in general) and foot lists that can fire at range.  Devastators concern me more then predators, etc.<br /> <br /> As far as the pirahna go, often times the Tau player brings them along hoping they suck up more fire than they are worth.  Once again, avoiding vehicular lists and opting for jump infantry and bikes will make the pirahnas useless to the tau player.<br /> <br /> If you insist on using vehicles, you need to flood him with targets.  Land Raider, Vindicator, Three Rhinos and a dread flooding.  Pop smoke on everything and don't bother shooting until you get point blank.  That's how my broadsides always got assaulted off - I just didn't have enough shots to knock out both the land raider *and* the vindicator in the same turn and the one that lived caused me issues.]]></description>
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				<pubDate><![CDATA[Fri, 7 Oct 2011 01:08:13]]> GMT</pubDate>
				<author><![CDATA[ Andy06r]]></author>
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				<title>Ultramarines v. Tau - Need some help beating Tau</title>
				<description><![CDATA[ Where are his troops? I see none listed<br /> <br /> What's his <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>? I see none listed<br /> <br /> Is he playing the Piranhas as a Squadron or as 3 individual units? If he's playing them individually, add in his Pathfinders (guys with the marker lights) and that's 4 Fast Attack Choices.<br /> <br /> In short, I don't know if the dude is playing legal lists based on what you have indicated here.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 7 Oct 2011 02:12:50]]> GMT</pubDate>
				<author><![CDATA[ Jefffar]]></author>
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				<title>Re:Ultramarines v. Tau - Need some help beating Tau</title>
				<description><![CDATA[ Any of your fast hard hitting units; Sword and Shotgun Scouts, Assault Squads, Vanguard Vets, and Bikes. The nice thing about playing Ultramarines is the whole Codex is available to you.]]></description>
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				<pubDate><![CDATA[Fri, 7 Oct 2011 02:31:25]]> GMT</pubDate>
				<author><![CDATA[ Your Friend Doctor Robert]]></author>
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				<title>Ultramarines v. Tau - Need some help beating Tau</title>
				<description><![CDATA[ <blockquote><div><cite>Jefffar wrote:</cite>Uhm what are his troops and <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>?  I don't see any.</div></blockquote><br /> <br /> He normally uses a general suit commander and Firewarriors (if I recall the name correctly)<br /> <br /> <blockquote><div><cite>acekevin8412 wrote:</cite><blockquote><div><cite>Lord_Osma wrote:</cite>I looked at the title and though..."No you don't."<br /> <br /> <br /> Seriously though, I have used both Assault squads and Assault terminators to beat Broadsides. The key here I think is the word ASSAULT.<br /> <br /> The Tau player I usually play generally skips the Piranha, but I have used devastators with lascannons or missile launchers on them fairly well before.</div></blockquote><br /> <br /> Wouldn't Terminators be better used against more dangerous opponents such as Crisis Suits? Just about any unit can tie up a tau in <span class="glossaryitem" onmouseover='gp(19);'>cc</span>, so why not use Scouts? They can infiltrate in or outflank and hit them befor they have a change to react. Also, if you combine them with Shrike, the have the possibility of a first turn assault.</div></blockquote><br /> <br /> Based on how he deploys that could work. He normally puts the Broadsides in the back corner and then does a wall of Kroot to prevent anyone from assaulting.<br /> <br /> <blockquote><div><cite>PraetorDave wrote:</cite>You don't have to kill broadsides you just have to stop them from shooting.  Put anything into close combat with them, and you have bought yourself like 2 turns free.  As others have said, outflanking scouts work really well for this.<br /> <br /> The piranha are easy.  They are AV10 sides and back and open topped..  Just pour bolter fire into them, and they will die quickly.<br /> <br /> And to his suits, Krak missiles are the bain of their existence.  It negates their armor, and causes instant death.  So as long as you hit, and don't roll a 1 for wounding, you will be killing a suit every turn.</div></blockquote><br /> <br /> He loves Jump-Shoot-Jump. They are rarely in the open for me to shoot them.<br /> <br /> <blockquote><div><cite>acekevin8412 wrote:</cite>Also, something to consider is told some dreads in drop pods in reserve. Set them up with an assault cannon and <span class="glossaryitem" onmouseover='gp(20);'>ccw</span>. Pop out, shoot, hope you survive, and then assault.</div></blockquote><br /> <br /> Tried that twice. Most success I have had is that I killed a shield drone. Damn his invulnerable saves.  <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> <blockquote><div><cite>Jefffar wrote:</cite>Where are his troops? I see none listed<br /> <br /> What's his <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>? I see none listed<br /> <br /> Is he playing the Piranhas as a Squadron or as 3 individual units? If he's playing them individually, add in his Pathfinders (guys with the marker lights) and that's 4 Fast Attack Choices.<br /> <br /> In short, I don't know if the dude is playing legal lists based on what you have indicated here.<br /> <br /> </div></blockquote><br /> <br /> He plays them as a squadron.  <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> I probably should add that 99% of our games are Annihilation format so it is not that we are fighting over objectives in our games.]]></description>
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				<pubDate><![CDATA[Fri, 7 Oct 2011 12:47:18]]> GMT</pubDate>
				<author><![CDATA[ Havok210]]></author>
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				<title>Ultramarines v. Tau - Need some help beating Tau</title>
				<description><![CDATA[ <blockquote><div><cite>Havok210 wrote:</cite><blockquote><div><cite>Jefffar wrote:</cite>Where are his troops? I see none listed<br /> <br /> What's his <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>? I see none listed<br /> <br /> Is he playing the Piranhas as a Squadron or as 3 individual units? If he's playing them individually, add in his Pathfinders (guys with the marker lights) and that's 4 Fast Attack Choices.<br /> <br /> In short, I don't know if the dude is playing legal lists based on what you have indicated here.<br /> <br /> </div></blockquote><br /> <br /> He plays them as a squadron.  <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"><br /> <br /> I probably should add that 99% of our games are Annihilation format so it is not that we are fighting over objectives in our games.</div></blockquote><br /> <br /> Having them in a squadron makes it even easier to kill them. Being open-topped, your bolters can already wreck them on glancing 6s, but being in a squadron, the first two piranhas only have to be immobilised, meaning your bolters can now kill them with 1/3 of all glancing hits, as well as your other weapons also having an easier time of it.]]></description>
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				<pubDate><![CDATA[Fri, 7 Oct 2011 12:53:29]]> GMT</pubDate>
				<author><![CDATA[ Avatar 720]]></author>
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				<title>Ultramarines v. Tau - Need some help beating Tau</title>
				<description><![CDATA[ Re: The Piranhas <br /> <br /> He may have decoy Launchers to force a re-roll on those immobilized.<br /> <br /> Bigger issue is his Disruptor pods - 4+ cover saves wherever he moves on the boards. Just remember those don't work if the shooter is within 12 inches.<br /> <br /> <br /> Does he drop off his drones to make walls to block your melee units?  If he does, that is annoying . . . but according the the <span class="glossaryitem" onmouseover='gp(50);'>GW</span> <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> the separate drone squadron is worth a kill point.]]></description>
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				<pubDate><![CDATA[Fri, 7 Oct 2011 13:15:29]]> GMT</pubDate>
				<author><![CDATA[ Jefffar]]></author>
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				<title>Ultramarines v. Tau - Need some help beating Tau</title>
				<description><![CDATA[ <blockquote><div><cite>Jefffar wrote:</cite>Re: The Piranhas <br /> <br /> He may have decoy Launchers to force a re-roll on those immobilized.<br /> <br /> Bigger issue is his Disruptor pods - 4+ cover saves wherever he moves on the boards. Just remember those don't work if the shooter is within 12 inches.<br /> <br /> <br /> Does he drop off his drones to make walls to block your melee units?  If he does, that is annoying . . . but according the the <span class="glossaryitem" onmouseover='gp(50);'>GW</span> <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> the separate drone squadron is worth a kill point.</div></blockquote><br /> <br /> He does not have decoy launchers. He may have disruptor pods on the Piranhas. All I know is that he always moves them so that he gets a cover save.<br /> <br /> As far as his drones, he stoped dropping them off after the <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> came it stating that they are worth kill points. He does have a launcher on them that wounds during assault so he is not as fearful of me doing that.]]></description>
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				<pubDate><![CDATA[Fri, 7 Oct 2011 13:19:24]]> GMT</pubDate>
				<author><![CDATA[ Havok210]]></author>
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				<title>Ultramarines v. Tau - Need some help beating Tau</title>
				<description><![CDATA[ Flechette dischargers can be nasty, but you shouldn't be worried.  They are mostly for hordes, and your 3+ armor should hold up against them fine.]]></description>
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				<pubDate><![CDATA[Fri, 7 Oct 2011 14:40:31]]> GMT</pubDate>
				<author><![CDATA[ PraetorDave]]></author>
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				<title>Re:Ultramarines v. Tau - Need some help beating Tau</title>
				<description><![CDATA[ as far as dealing with broadsides <br /> <br /> scout marines - <span class="glossaryitem" onmouseover='gp(84);'>LOL</span> I see them in reserve i move broadsides up and laugh with they come in<br /> Vindicator - dead before arrival<br /> <span class="glossaryitem" onmouseover='gp(471);'>DS</span> dread - dead once it lands<br /> <br /> there are two effective ways to deal with broadsides<br /> 1. assault marines (more than one squad)  they will work well but you need a good amount to get the job done and they can be blocked by other units - also dont be afraid to run with them to get a few more inches<br /> 2. the easy way you need to shoot them with las cannons and wound with at least 3 first two will go to drones the third kills a suit (vs standard 2 <span class="glossaryitem" onmouseover='gp(517);'>SD</span> config) the trick is to by pass protection of the drones through volume a <span class="glossaryitem" onmouseover='gp(239);'>LAS</span> pred, or even better <span class="glossaryitem" onmouseover='gp(29);'>DEV</span> squad can do this just have to place them right.<br /> <br /> Piranha<br /> 1. med - heavy weapons spam <span class="glossaryitem" onmouseover='gp(123);'>str</span> 5 and up can bring these down they are not durable their goal is block/strike you transports and heavy armor (D-pods only work outside 12in) close in and volume them down with bolters just hit the side with your assault squad while they are moving across the board - volume will win out even against cover saves you just have to shoot them alot keeping in mind on a pen you only need 3+ to kill them cause in squads imobilize is a kill on vehicles<br /> 2. RAM them they are skiffs and dont do much back <br /> <br /> <br /> <br /> also consider taking shrike with an assault squad wich makes you WHOLE ARMY FLEET so just and you can infiltraite with him and a squad of assault marines my buddy will do this with 2 scout squads cammo and missile launchers 3 fully loaded assault squads shrike in one. three <span class="glossaryitem" onmouseover='gp(29);'>dev</span> squads 4 <span class="glossaryitem" onmouseover='gp(239);'>LAS</span> a pop but thats if you want to be an ass<br /> <br /> <span class="glossaryitem" onmouseover='gp(17);'>BTW</span> whats the games points?]]></description>
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				<pubDate><![CDATA[Fri, 7 Oct 2011 15:27:11]]> GMT</pubDate>
				<author><![CDATA[ atlas_garon]]></author>
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				<title>Re:Ultramarines v. Tau - Need some help beating Tau</title>
				<description><![CDATA[ <blockquote><div><cite>atlas_garon wrote:</cite>as far as dealing with broadsides <br /> <br /> scout marines - <span class="glossaryitem" onmouseover='gp(84);'>LOL</span> I see them in reserve i move broadsides up and laugh with they come in<br /> Vindicator - dead before arrival<br /> <span class="glossaryitem" onmouseover='gp(471);'>DS</span> dread - dead once it lands<br /> <br /> there are two effective ways to deal with broadsides<br /> 1. assault marines (more than one squad)  they will work well but you need a good amount to get the job done and they can be blocked by other units - also dont be afraid to run with them to get a few more inches<br /> 2. the easy way you need to shoot them with las cannons and wound with at least 3 first two will go to drones the third kills a suit (vs standard 2 <span class="glossaryitem" onmouseover='gp(517);'>SD</span> config) the trick is to by pass protection of the drones through volume a <span class="glossaryitem" onmouseover='gp(239);'>LAS</span> pred, or even better <span class="glossaryitem" onmouseover='gp(29);'>DEV</span> squad can do this just have to place them right.<br /> <br /> Piranha<br /> 1. med - heavy weapons spam <span class="glossaryitem" onmouseover='gp(123);'>str</span> 5 and up can bring these down they are not durable their goal is block/strike you transports and heavy armor (D-pods only work outside 12in) close in and volume them down with bolters just hit the side with your assault squad while they are moving across the board - volume will win out even against cover saves you just have to shoot them alot keeping in mind on a pen you only need 3+ to kill them cause in squads imobilize is a kill on vehicles<br /> 2. RAM them they are skiffs and dont do much back <br /> <br /> <br /> <br /> also consider taking shrike with an assault squad wich makes you WHOLE ARMY FLEET so just and you can infiltraite with him and a squad of assault marines my buddy will do this with 2 scout squads cammo and missile launchers 3 fully loaded assault squads shrike in one. three <span class="glossaryitem" onmouseover='gp(29);'>dev</span> squads 4 <span class="glossaryitem" onmouseover='gp(239);'>LAS</span> a pop but thats if you want to be an ass<br /> <br /> <span class="glossaryitem" onmouseover='gp(17);'>BTW</span> whats the games points?</div></blockquote><br /> <br /> We normally play somewhere between 1,000 and 2,000 points. Just depends on how much time we have.]]></description>
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				<pubDate><![CDATA[Fri, 7 Oct 2011 15:40:58]]> GMT</pubDate>
				<author><![CDATA[ Havok210]]></author>
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				<title>Ultramarines v. Tau - Need some help beating Tau</title>
				<description><![CDATA[ First off, drop any tanks you have. Especially Land Raiders, because those are too valuable and too tempting. If you really want vehicles, go for a 3-model landspeeder squad, 2 armed with assault cannons and 1 with a typhoon missile launcher. Then, go for scouts. Space marine scouts are a dangerous to tau as a genestealer is to a vanilla marine. If you really want mobility, go for a 5-man scout squad armed with Bolt pistols and <span class="glossaryitem" onmouseover='gp(20);'>ccw</span>'s, loaded into a Landspeeder Storm. Use the turbo on any speeder, and give them as much defense they can possibly take. Also, I would suggest a thunderfire cannon, but only if you can get him on a tower. If you can take LOD, do so. the 3+ <span class="glossaryitem" onmouseover='gp(162);'>inv</span> is invaluable against all their railgun fire, and ALWAYS deepstrike them near your biggest threat. Take a captain w/ jump pack and any weapons, and fly him in with your landspeeders.]]></description>
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				<pubDate><![CDATA[Fri, 7 Oct 2011 16:44:27]]> GMT</pubDate>
				<author><![CDATA[ Rennoc215]]></author>
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				<title>Re:Ultramarines v. Tau - Need some help beating Tau</title>
				<description><![CDATA[ <blockquote><div><cite>atlas_garon wrote:</cite>2. RAM them they are skiffs and dont do much back </div></blockquote><br /> <br /> Thats terrible advice.  They are skimmers, which means they have a 3+ chance of avoiding the ram entirely.  Good luck with that.  Plus they are fast, so unless they park in front of one of your vehicles, you won't be able to get near them.]]></description>
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				<pubDate><![CDATA[Fri, 7 Oct 2011 16:49:40]]> GMT</pubDate>
				<author><![CDATA[ PraetorDave]]></author>
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				<title>Re:Ultramarines v. Tau - Need some help beating Tau</title>
				<description><![CDATA[ at 2k you can stack the las up nicely take <span class="glossaryitem" onmouseover='gp(29);'>dev</span> squads in a 7 man config (incase the pirahanas try a suicide run) throw in a las pred and keep it in cover<br /> razorbacks stern gaurd squads - have them use vengence rounds once then close in makes shot work of xv88 las the razerbacks and pop smoke when you push<br /> troops the scout combo or <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads with plasma rifles (large rhinos, small squads razorbacks W/ plasma/las)<br /> speeders or bikers W/multi melta assault marines for fast attack<br /> <br /> basicly with your single shot stuff you can use them to strike the incoming piranha and try and knock out drones before you unload full squad strikes through volume you beat the shield drones baring them being in cover every third las that wounds KILLS a suit so you can whiddle them down at range.<br /> <br /> now for the transports MOST OF THEM WILL DIE - no worries though use cover if you go second if you go first deploy max out move full amount pop smoke and you will be half way across the board once they start getting hit if you bring alot of transports it will take the heat off your heavy weapons and for him to waste all his anti tank on transports AND if he uses pirhana against them then you can slaughter them inside their protection with NO cover save if the piranha are in range then after they kill a tank 12in they are in prime gun range if you sprinkled some plasma melta into your squads they will devistate them if their transport gets destroyed the cover also will save you from the plasma fire of battle suits so you can then push out and strike the big thing is closing the gap if you want to try it a librarian with force dome can help but usually if your rocking some assault marines you wont need it as they will be target number 1 for the plasma if your dice dont hate you and you roll odds its should be gravy  and DONT be afriad to forgo shooting to run extra inchs are worth it if you can get a good volly off<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> thats the point Dave they will RUN out of the way and you can keep moving declare full movement IF you have the inchs for raming and instead of going around plough through and KEEP all of your movment]]></description>
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				<pubDate><![CDATA[Fri, 7 Oct 2011 17:06:02]]> GMT</pubDate>
				<author><![CDATA[ atlas_garon]]></author>
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				<title>Ultramarines v. Tau - Need some help beating Tau</title>
				<description><![CDATA[ If you are constantly being thwarted by shield drones and cover saves from the skimmers it sounds like you do not have a good volume of ranged attacks in your list.<br /> <br /> also, are you making sure YOUR vehicles have cover?<br /> Railguns are nasty, but tau do not have the volume of fire that other (more modern) armies do.  Cover saves are the bane of the  broadside.   Also, unless they have advanced stabalization systems, they can't move and shoot...which means working cover.<br /> <br /> Kill things in this order:<br /> Markerlight units<br /> Crisis suits.<br /> <br /> These are the core of the tau, the markers are amazing force multipliers (he needs them to make up for bad <span class="glossaryitem" onmouseover='gp(14);'>BS</span> and how easy it is to get cover saves in 5th).  <br /> Crisis suits die VERY easily...misslies, meltas, las cannons, heck, even bolter fire volume.<br /> <br /> Work the terrain, come at suits from more than once angle, they can't get cover saves all the time.<br /> <br /> Kill the scoring units; tau troops are amazingly fragile, kroot have NO ARMOR save...they are total bait to flamers and thunderfire cannons.  They also have NO defense against tank shock.<br /> They also have a very hard time taking objectives away from tough troops.   <br /> <br /> Play the mission, work the terrain, kill the crisis suits.]]></description>
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				<pubDate><![CDATA[Fri, 7 Oct 2011 17:15:38]]> GMT</pubDate>
				<author><![CDATA[ davethepak]]></author>
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				<title>Ultramarines v. Tau - Need some help beating Tau</title>
				<description><![CDATA[ Try droppodding a bunch of sternguard with combi-meltas or combi-plasma.  That should annihilate a squadron of broadsides.]]></description>
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				<pubDate><![CDATA[Fri, 7 Oct 2011 17:24:24]]> GMT</pubDate>
				<author><![CDATA[ DAaddict]]></author>
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				<title>Re:Ultramarines v. Tau - Need some help beating Tau</title>
				<description><![CDATA[ <blockquote><div><cite>atlas_garon wrote:</cite><span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span>thats the point Dave they will RUN out of the way and you can keep moving declare full movement IF you have the inchs for raming and instead of going around plough through and KEEP all of your movment</div></blockquote><br /> <br /> First of all, your posts are extremely hard to read, due to your lack of spelling and proper grammar skills.  Use the period key, it won't hurt you.<br /> <br /> I think you are getting tank shock and rams mixed up.  If you ram a vehicle, both vehicles stop.  If a skimmer makes its avoid throw, both vehicles stop (the skimmer does not actually move at all), but the tank shock never happens.  Both vehicles just end in contact of each other.]]></description>
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				<pubDate><![CDATA[Fri, 7 Oct 2011 19:55:02]]> GMT</pubDate>
				<author><![CDATA[ PraetorDave]]></author>
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				<title>Re:Ultramarines v. Tau - Need some help beating Tau</title>
				<description><![CDATA[ Put some more terrain on the board. Get some of those bastions and plop them on. Or make some. Start putting objectives in places his broadsides can't cover. <br /> Don't forget you have smoke launchers on rhinos and land raiders.<br /> Don't forget that you can move a rhino twelve inches, hop out (Likely in a crisis squads face) and dump a round of shooting at their suits another 12 inches.<br /> Null zone works on shield drones too.<br /> Don't get Ackbar`d focusing on a big flashy unit of his (Broadsides) when it plays right into the rest of his army. Remember the victory conditions. Not every game will be annihilation.<br /> <br /> Now, as far as list tailoring...Get a bunch of jump pack squads with powerfist sergeants, captain shrike, and put enough terrain on the board to cover your advance. Don't forget to infiltrate. Watch his suits crumple. Nothing says "DIE!" to tau like a 19-24 inch move-run-assault move on a powerfist unit. If you run a terminator squad in a land raider generally, the deal gets even better at around 22-28 or so (including disembark and size of bases. Bring some speeders or long range <span class="glossaryitem" onmouseover='gp(482);'>AT</span> for popping his skimmers, as powerfists generally don't do so well here.) This means that if your raider survives turn one (Smoke launchers!) then you will fairly reliably be able to reach the opposite board edge from where you started by turn 2. Otherwise, turn three. He gets two turns to whittle your terminators down, that's it. Meanwhile the rest of the list should be running around screaming about sparta. <br /> <br /> Powerfists, meltaguns, anything with S8 and AP2 or better will hurt his suits severely. Even a powerfist + Meltagun <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squad shooting and charging in will almost certainly kill a unit of crisis suits. With shrike, just charge in. Don't give him the chance to take morale and fall back, or take casualties to make himself out of range. The powerfist will do the job just fine. <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 7 Oct 2011 19:58:29]]> GMT</pubDate>
				<author><![CDATA[ SOFDC]]></author>
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				<title>Ultramarines v. Tau - Need some help beating Tau</title>
				<description><![CDATA[ I don't think Fast Skimmers get the cover save from flat out (I'm moving and my books are boxed).  But he doesn't even have to move to get the cover save from his Disruption Pod.<br /> <br /> Anyway, big thing is get out of annihilation.  It sounds like the dude is troop light and Firewarriors are one of the more vulnerable troop choices out there.  So it should be pretty easy to wipe them off the table.  So as long as you are playing games in which objectives matter (2/3rds of the game types in the main book) the Firewarriors become an Achilles heel.]]></description>
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				<pubDate><![CDATA[Fri, 7 Oct 2011 21:54:42]]> GMT</pubDate>
				<author><![CDATA[ Jefffar]]></author>
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				<title>Re:Ultramarines v. Tau - Need some help beating Tau</title>
				<description><![CDATA[ A buddy of mine runs with about 800 points of Crisis suits in a 1000 point army.  Best investment I ever made was in 2 Long Fang squads with missile launchers.  I figured I could knock out his shield drones and draw some fire until my Wolf Guard could come in and mop up.  The Wolf Guard never made it to the fight.  As far as the Broadsides go, Devastators with Lascannons or Plasma Cannons would probably be exactly what you need.  It's cheap, it'll lay down good fire power, and when you play as <span class="glossaryitem" onmouseover='gp(119);'>SM</span> you can get a bunch of red shirts to keep your heavy weapons firing when taking casualties.  ]]></description>
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				<pubDate><![CDATA[Sat, 8 Oct 2011 08:00:02]]> GMT</pubDate>
				<author><![CDATA[ noneoftheabove0]]></author>
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				<title>Re:Ultramarines v. Tau - Need some help beating Tau</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Devastators with Lascannons or Plasma Cannons would probably be exactly what you need. It's cheap, it'll lay down good fire power, and when you play as <span class="glossaryitem" onmouseover='gp(119);'>SM</span> you can get a bunch of red shirts to keep your heavy weapons firing when taking casualties. </div></blockquote><br /> <br /> Devastators are NOT long fangs. By the time you have purchased the four lascannons and the extra wounds, you have bought BOTH of your 5 <span class="glossaryitem" onmouseover='gp(328);'>ML</span> long fang packs you referenced and put a wolf guard sergeant on one of them (With an upgrade.) For their cost devastators are meh at best, particularly with anything more expensive than a <span class="glossaryitem" onmouseover='gp(51);'>HB</span> or <span class="glossaryitem" onmouseover='gp(328);'>ML</span>. <br /> <br /> Take the points for that squad, and go buy nearly anything else in the codex. You could go grab three unupgraded predators and ram them straight up the board to be used as mobile cover and <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> blocking so you can get to assault and you will likely be better off.]]></description>
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				<pubDate><![CDATA[Sat, 8 Oct 2011 08:42:53]]> GMT</pubDate>
				<author><![CDATA[ SOFDC]]></author>
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				<title>Re:Ultramarines v. Tau - Need some help beating Tau</title>
				<description><![CDATA[ Valid point.  I should probably have done some homework in the <span class="glossaryitem" onmouseover='gp(119);'>SM</span> codex before making the assumption that <span class="glossaryitem" onmouseover='gp(124);'>SW</span> units would bridge the gap.  I figured out how much it would cost, and it was shocking.  For four heavy weapons, no less.  I officially rescind my previous advice.]]></description>
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				<pubDate><![CDATA[Sat, 8 Oct 2011 20:36:28]]> GMT</pubDate>
				<author><![CDATA[ noneoftheabove0]]></author>
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				<title>Re:Ultramarines v. Tau - Need some help beating Tau</title>
				<description><![CDATA[ Aye, not trying to be harsh. It would be a good idea if the devastators were just -cheaper-. But with the cover rules being what they are, and the price...there are just better ways to go about it. Which stinks, seeing as I used to love the devastator squads. <br /> <br /> Anyway, update time: If his speeders are being a problem, you may want to look into a rifleman dread or two. Should tear down squadroned AV10 in short order, and it can be hidden completely out of <span class="glossaryitem" onmouseover='gp(85);'>LOS</span> behind something, and still step out and fire all guns, unlike a predator. How are the games going?]]></description>
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				<pubDate><![CDATA[Sat, 8 Oct 2011 20:57:23]]> GMT</pubDate>
				<author><![CDATA[ SOFDC]]></author>
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				<title>Re:Ultramarines v. Tau - Need some help beating Tau</title>
				<description><![CDATA[ back to the ram topic our thread starter mention a squad of piranhas doing their job of block/blasting his vehicles if you attepmt to ram and for THE ENTIRE SQUAD <span class="glossaryitem" onmouseover='gp(421);'>TO</span> STAND ASIDE then the rest of his vehicles can keep moving<br /> <br /> a note on grammer and spelling I DONT CARE its the internet get over if its a big deal to the thread starter ill <span class="glossaryitem" onmouseover='gp(634);'>PM</span> them otherwise go grade school papaers and whine to people who are getting a grade]]></description>
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				<pubDate><![CDATA[Tue, 11 Oct 2011 13:53:46]]> GMT</pubDate>
				<author><![CDATA[ atlas_garon]]></author>
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				<title>Re:Ultramarines v. Tau - Need some help beating Tau</title>
				<description><![CDATA[ Alright, I -think- I can translate what he's saying, and you may want to go to the <span class="glossaryitem" onmouseover='gp(12);'>BGB</span>, page 69 under "Ramming" and look at page 71 under "Ramming a skimmer."<br /> <br /> If he rolls a 3+, your ramming tank stops. The squadron does not get out of the way, and your vehicles just stop. That's it. No big booms. The only time you -ever- move past a vehicle in the path of your ram is a Destroyed - Explodes! result.<br /> <br /> Ramming skimmers without also being a skimmer is a bad idea. ]]></description>
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				<pubDate><![CDATA[Tue, 11 Oct 2011 22:42:48]]> GMT</pubDate>
				<author><![CDATA[ SOFDC]]></author>
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				<title>Re:Ultramarines v. Tau - Need some help beating Tau</title>
				<description><![CDATA[ Hmm. I never considered ramming his skimmers because the odds are in his favor for me to miss. I may have to try that and see how it goes.<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 12 Oct 2011 12:35:06]]> GMT</pubDate>
				<author><![CDATA[ Havok210]]></author>
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				<title>Re:Ultramarines v. Tau - Need some help beating Tau</title>
				<description><![CDATA[ <blockquote><div><cite>Havok210 wrote:</cite>Hmm. I never considered ramming his skimmers because the odds are in his favor for me to miss. I may have to try that and see how it goes.<br /> </div></blockquote><br /> <br /> Um...thats our (mine and SOFDC) point.  Don't listen to atlas_garon, I think he is reading a different rulebook.  Don't ever try ramming a skimmer.  Chances (big chances) are that he will avoid it, then suddenly you are face to face with a meltagun, and you have just wasted your shooting phase for that vehicle.]]></description>
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				<pubDate><![CDATA[Wed, 12 Oct 2011 21:50:08]]> GMT</pubDate>
				<author><![CDATA[ PraetorDave]]></author>
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				<title>Ultramarines v. Tau - Need some help beating Tau</title>
				<description><![CDATA[ Dude.<br /> <br /> Sternguard Squad = 125 pts.<br /> 5 combi-meltas = 25 pts.<br /> Drop Pod = 35 pts.<br /> <br /> 185 pts. = Dead Broadsides. <br /> <br /> Worried about those 4++? Toss a Libby in that <span class="glossaryitem" onmouseover='gp(262);'>DP</span> with Null Zone for the low-low price of 100 pts and watch stuff die.<br /> <br /> Scout Bike Squad = 70 Pts.<br /> Power Fist = 25 Pts.<br /> Infiltrate Universal Rule = 18+ inches away from broadsides.<br /> Scout Universall Rule = 12+ inches away from broadsides.<br /> Movement of 12 inches + assault move of 6 inches = first turn dead broadsides at a bargain basement price of 95pts.<br /> <br /> <br /> As for Piranhas: with AV10, just shoot at them. With anything. I'm serious, too. Actually anything in your army has a decent chance of wrecking them. If the problem is his cover saves, and he's running them in squadrons, try a heavy flamer. I know it sounds silly to go vehicle hunting with flamers, but with an 8 inch template you have a strong chance to hit all three, ignoring his cover saves from movement. You have three chances to roll a 5/glance or 6/pen, and pretty much any result on the damage chart will yield awesomeness for you. By the same token, a Thunderfire Cannon at 100 pts. grants you a heavy 4, strength 5, small blast marker that ignores cover saves at range 60. Equally sexy for smiting blueskins in pathfinder skirts. And kroot. God, I hate Kroot. <br /> <br /> I actually kind of like Kroot.  <br /> <br /> <br /> <br /> <br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 13 Oct 2011 23:57:22]]> GMT</pubDate>
				<author><![CDATA[ Magpiesouth]]></author>
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				<title>Ultramarines v. Tau - Need some help beating Tau</title>
				<description><![CDATA[ Another point on the cover save - the Disruption Pod only works if the shooter is more than 12 inches away, so if you get inside the 12, you can rake 'em with fire to your heart's content.]]></description>
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				<pubDate><![CDATA[Fri, 14 Oct 2011 00:47:29]]> GMT</pubDate>
				<author><![CDATA[ Jefffar]]></author>
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				<title>Re:Ultramarines v. Tau - Need some help beating Tau</title>
				<description><![CDATA[ I think the real way to deal with Broadsides hasn't been mentioned, and it would make your army better in an all-comers sense too.<br /> <br /> The solution is to take a ton of vehicles.  Your opponent only has 1 squad of Broadsides, 1 Hammerhead and the 3 Piranhas to deal with armor.  I guess his three Crisis suits can too.  That still isn't a lot, so consider what would happen if you have something like 3 Tactical squads in Rhinos, 3 Vindicators, 3 dual <span class="glossaryitem" onmouseover='gp(126);'>TL</span>-Autocannon Dreadnoughts, and a Librarian, which comes in at 1450.  <br /> <br /> The Dreads will mulch his Piranhas before the can do anything, which will buy you time to get the Vindicators and Tactical Squads close enough to do their worst.  Ordinarily, Tactical Squads wouldn't do much in <span class="glossaryitem" onmouseover='gp(19);'>CC</span>, but against Tau they'll win.  His Broadsides aren't that scary against that much armor.  Even if he uses Markerlights, you're looking at 2 S10 hits per turn.  Obviously, you'll use Smoke Launchers in that critical first turn, so you'll have a 4+ save, and then he needs a 4 to pen a Vindicator.  You can easily get at least 2 Vindicators to where they can threaten his army in  a couple of turns.<br /> <br /> I don't play vanilla Space Marines, so I'm sure someone else could come up with a better 1500 list, but I think the general principle of overwhelming your opponent with vehicles is a sound one in general.]]></description>
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				<pubDate><![CDATA[Fri, 14 Oct 2011 17:11:06]]> GMT</pubDate>
				<author><![CDATA[ MrEconomics]]></author>
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				<title>Ultramarines v. Tau - Need some help beating Tau</title>
				<description><![CDATA[ As a Tau player myself, what always ruins my day is when someone deep-strikes terminators onto my broadside squad positions.]]></description>
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				<pubDate><![CDATA[Fri, 14 Oct 2011 17:55:33]]> GMT</pubDate>
				<author><![CDATA[ Nimbosa]]></author>
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				<title>Re:Ultramarines v. Tau - Need some help beating Tau</title>
				<description><![CDATA[ So. Any updates? Has the Imperium triumphed over the "greater good"?]]></description>
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				<pubDate><![CDATA[Sat, 15 Oct 2011 03:42:17]]> GMT</pubDate>
				<author><![CDATA[ SOFDC]]></author>
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				<title>Re:Ultramarines v. Tau - Need some help beating Tau</title>
				<description><![CDATA[ I think the reverse can be said about this post. I've gone up against the same sort of stuff. I played against a space wolves army as Tau the other day and got beat pretty bad. My broadsides were the first things he targeted. He used those long range krak missiles to destroy them. I didn't have shield drones with me so they got smoked really quickly. He used his super <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> with body guards to charge through two of my fire warrior squads with ease and he used his other squad of only krak missiles to destroy my devilfish full of fire warriors. I tried fighting back with my battle suits and managed to wreak one of his land speeders and knocked off two weapons from two of his tanks. One of his land speeders got away with only one weapon destroyed and still had a heavy flamer and smoked a ton of my fire warriors in one turn. Game over for me. Maybe this could help you beat that Tau player.]]></description>
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				<pubDate><![CDATA[Sun, 16 Oct 2011 02:25:35]]> GMT</pubDate>
				<author><![CDATA[ TheCadreofFi'rios]]></author>
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				<title>Ultramarines v. Tau - Need some help beating Tau</title>
				<description><![CDATA[ How would krak missiles 'smoke the broadsides quickly' - they have a 2+ armor save and krak missiles won't break through that.<br /> <br /> The advice about vehicle saturation is a good one - they can't kill everything!]]></description>
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				<pubDate><![CDATA[Sun, 16 Oct 2011 03:51:11]]> GMT</pubDate>
				<author><![CDATA[ Andy06r]]></author>
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				<title>Re:Ultramarines v. Tau - Need some help beating Tau</title>
				<description><![CDATA[ He had a two full squads of them, and I had very unfortunate dice rolls. He also used the vehicle saturation technique as well. I had too many vehicles to destroy and not enough time with my hammerhead. He used las cannon fire to occupy my hammerheads turns by shaking and stunning the crew over and over again. Finally the game ended and the hammerhead was still standing but had done absolutely nothing the whole game. ]]></description>
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				<pubDate><![CDATA[Sun, 16 Oct 2011 14:16:13]]> GMT</pubDate>
				<author><![CDATA[ TheCadreofFi'rios]]></author>
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				<title>Ultramarines v. Tau - Need some help beating Tau</title>
				<description><![CDATA[ Best counter to vehicle saturation I can think of is to turn those 2 squads of 3 broadsides into 3 squads of 2 broadsides and give the Team Lead in each a Hard Wired Target Lock.<br /> <br /> That way your Broadsides could engage up to 6 vehicles a turn.<br /> <br /> You'll also want to consider Crisis Suits with Missile Pods for counter vehicle swarm duty.]]></description>
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				<pubDate><![CDATA[Sun, 16 Oct 2011 14:25:28]]> GMT</pubDate>
				<author><![CDATA[ Jefffar]]></author>
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				<title>Ultramarines v. Tau - Need some help beating Tau</title>
				<description><![CDATA[ Use Vanguard Vets to tackle the Broadsides. If they fail to get close enouigh that is a problem. <span class="glossaryitem" onmouseover='gp(132);'>Tyr</span> tio get close but not close enough. Place the first model 3" away.]]></description>
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				<pubDate><![CDATA[Sun, 16 Oct 2011 14:26:39]]> GMT</pubDate>
				<author><![CDATA[ Deadshot]]></author>
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				<title>Re:Ultramarines v. Tau - Need some help beating Tau</title>
				<description><![CDATA[ <blockquote><div><cite>SOFDC wrote:</cite>So. Any updates? Has the Imperium triumphed over the "greater good"?</div></blockquote><br /> <br /> I got to play Tau again, but against a different player. I took <span class="glossaryitem" onmouseover='gp(19);'>CC</span> Terms in a Landraider and was able to get past his Broadsides (he did not take shield drones and <span class="glossaryitem" onmouseover='gp(224);'>TH</span>+<span class="glossaryitem" onmouseover='gp(221);'>SS</span> equaled a dead Broadside squad).<br /> <br /> I ended up winning the game, but Piranhas were still a problem (I attribute that dice more than strategy). I took 2 dreads w/autocannons against 3 Piranhas and failed to penetrate any of them. Both Dreads fell to the melta ability, but I was able to get the <span class="glossaryitem" onmouseover='gp(19);'>CC</span> Terms in range of them and beat them to death with Thunderhammers.<br /> <br /> The big difference in this game to me was the lack of shield drones and my list including <span class="glossaryitem" onmouseover='gp(19);'>CC</span> Terminators with Vulkan as my <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>.]]></description>
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				<pubDate><![CDATA[Mon, 17 Oct 2011 20:37:26]]> GMT</pubDate>
				<author><![CDATA[ Havok210]]></author>
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				<title>Re:Ultramarines v. Tau - Need some help beating Tau</title>
				<description><![CDATA[ <blockquote class="uncited"><div>I took 2 dreads w/autocannons against 3 Piranhas and failed to penetrate any of them.</div></blockquote><br /> <br /> Aye, that's bad dice, not even any immobilized-&gt; wrecked glancing results on the squad? Or were they ran separately?]]></description>
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				<pubDate><![CDATA[Mon, 17 Oct 2011 20:41:31]]> GMT</pubDate>
				<author><![CDATA[ SOFDC]]></author>
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				<title>Re:Ultramarines v. Tau - Need some help beating Tau</title>
				<description><![CDATA[ <blockquote><div><cite>SOFDC wrote:</cite><blockquote class="uncited"><div>I took 2 dreads w/autocannons against 3 Piranhas and failed to penetrate any of them.</div></blockquote><br /> <br /> Aye, that's bad dice, not even any immobilized-&gt; wrecked glancing results on the squad? Or were they ran separately?</div></blockquote><br /> <br /> They were run in a squad. By the movement and deployment, I was feeling the pain after my failure to penetrate on the first turn I could shoot at them.]]></description>
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				<pubDate><![CDATA[Tue, 18 Oct 2011 01:34:30]]> GMT</pubDate>
				<author><![CDATA[ Havok210]]></author>
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				<title>Ultramarines v. Tau - Need some help beating Tau</title>
				<description><![CDATA[ 3+ to glance and 4+ to penetrate? That is bad luck. TYou need a <span class="glossaryitem" onmouseover='gp(420);'>TFC</span>. The can fire Tremor shells, causing them vehiclers to take dangerous terrain, even skimmers. See how easy they are to hit when they aren't moving!]]></description>
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				<pubDate><![CDATA[Tue, 18 Oct 2011 06:33:44]]> GMT</pubDate>
				<author><![CDATA[ Deadshot]]></author>
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				<title>Ultramarines v. Tau - Need some help beating Tau</title>
				<description><![CDATA[ Front and side armor on piranhas is 11...<br /> <br /> Bottom line, your trying to have a shooting fight with tau. Unless your guard, don't, and get into melee asap. <br /> <br /> To avoid the tau cover saves on the piranhas, just get close any turn he hasn't gone flat out. They die fast then. ]]></description>
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				<pubDate><![CDATA[Tue, 18 Oct 2011 06:58:06]]> GMT</pubDate>
				<author><![CDATA[ juraigamer]]></author>
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