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		<title><![CDATA[Latest posts for the thread "Somewhat silly Tau 1500"]]></title>
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				<title>Somewhat silly Tau 1500</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(56);'>Hq</span><br /> Shadowsun, 2Shielddrones, 1Commanddrone, 195<br /> <br /> Elites<br /> Riptide, 2R/S-drones, early warning override, Anti-air, 255<br /> 5xStealthsuit + Shas'Vre, Multi-target thingy, Fusionblaster, 2Markerdrones, Bonding-knife 230<br /> 5xStealthsuit + Shas'Vre, Multi-target thingy, Fusionblaster, 2Markerdrones, Bonding-knife 230<br /> <br /> Troops<br /> 3x 10Kroots, Munition + 2Krootox 360<br /> 1x 10Kroots, Munition 70<br /> <br /> Fast<br /> 2x 3Pathfinders+Shasui, Markerdrones, nightvision, 158<br /> <br /> 1500 points of Infiltrators and a infiltrating Riptide with a 2+Cover safe, what more can you want? <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"> Shadowsuns drones are in the front, so that they die first and don't mess up the majority toughness (3xT4 + 3xT6 =T6), maybe I'll just drop them completely.<br /> <br /> I'm aware that I have to pray to the <strike>chaos gods</strike> etherals that my enemy doesn't bring an inquisitor with servo skulls.]]></description>
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				<pubDate><![CDATA[Tue, 19 Nov 2013 10:01:37]]> GMT</pubDate>
				<author><![CDATA[ DrunkPhilisoph]]></author>
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				<title>Somewhat silly Tau 1500</title>
				<description><![CDATA[ Just a few things, what are ghosts? Also you might want to think about outflanking your kroot by attaching one hound to each squad to give them acute senses so they can re roll the table edge the come in on. That way you have 40 kroot appear right next to your enemies soft back field to run amok]]></description>
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				<pubDate><![CDATA[Tue, 19 Nov 2013 10:15:45]]> GMT</pubDate>
				<author><![CDATA[ SpankingApe]]></author>
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				<title>Somewhat silly Tau 1500</title>
				<description><![CDATA[ I assume you mean stealth suits by ghosts?<br /> <br /> How is the Riptide infiltrating? Shadowsun can't give him infiltrate until its too late to infiltrate. The Velocity Tracker isn't worth it on him he's poor at <span class="glossaryitem" onmouseover='gp(805);'>AA</span> even with it. VTs are for units that would be poor <span class="glossaryitem" onmouseover='gp(805);'>AA</span> without and become good <span class="glossaryitem" onmouseover='gp(805);'>AA</span> with it. Like Missilesuits (not Missilesides who are good <span class="glossaryitem" onmouseover='gp(805);'>AA</span> without a VT) or <span class="glossaryitem" onmouseover='gp(482);'>AT</span> equiped Commanders.<br /> <br /> You've spent ALOT of points on bs2 Marker Drones. They just aren't worth it with a drone controller.<br /> <br /> You have very little <span class="glossaryitem" onmouseover='gp(482);'>AT</span> and no <span class="glossaryitem" onmouseover='gp(805);'>AA</span>. The odd fusion blaster Jere and there won't help.<br /> <br /> The Shadowtide star is decent but only really starts to cause issues with allied Farsight Enclaves and O'Vesa attached (and a buffmander).<br /> <br /> Loads of Kroot are decent but infiltrating an army that doesn't want or need to be anywhere near the opponent isn't a great idea.<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 19 Nov 2013 10:45:29]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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				<title>Somewhat silly Tau 1500</title>
				<description><![CDATA[ I dunno what the wording in the english rulebook is, but in the german rulebook it pretty clearly states that a <span class="glossaryitem" onmouseover='gp(67);'>IC</span> may START the game as part of another unit, thus conferring the infiltrate rule (and at least in my (albeit limited) gaming circle we always played it this way).<br /> <br /> The army pretty much depends on the Alpha-strike; either starting the game, then having the advantage of going first, and knowing exactly where to deploy; or hiding out of sight, keeping the kroot in reserve and forcing the enemy to spread out.<br /> <br /> Good point on the marker drones though.<br /> <br /> Yes, sorry, Ghosts are Stealthsuits. (going to change it)]]></description>
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				<pubDate><![CDATA[Tue, 19 Nov 2013 11:08:09]]> GMT</pubDate>
				<author><![CDATA[ DrunkPhilisoph]]></author>
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				<title>Somewhat silly Tau 1500</title>
				<description><![CDATA[ You answered the question yourself mate. Start the game, you start the game after you have infiltrated, starting means the first turn.]]></description>
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				<pubDate><![CDATA[Tue, 19 Nov 2013 11:21:27]]> GMT</pubDate>
				<author><![CDATA[ SpankingApe]]></author>
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				<title>Somewhat silly Tau 1500</title>
				<description><![CDATA[ You join a unit character at deployment in 2 ways.<br /> <br /> 1) Deploy them in coherency with an already deployed unit. Thus the unit can't gain infiltrate as they are already deployed.<br /> <br /> 2) joining them in reserve. Thus the unit can't infiltrate as they are starting I Reserve.]]></description>
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				<pubDate><![CDATA[Tue, 19 Nov 2013 12:17:52]]> GMT</pubDate>
				<author><![CDATA[ FlingitNow]]></author>
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