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Post by ssgtdude (M.I.A) on May 19, 2008 10:53:08 GMT -5
Let me put it this way- Its indirect fire, so it can be hidden behind LOS-blocking terrain (and Tau have no indirect fire weapons) no they just have marker lights and seeker missles. Once a unit is lit the seeker missle ignores LOS. This does not mean that you are not able to take advantage of obscured targets or still receive a cover save, but it is how the Tau can get around that pesky LOS rule for their semi-ordenence weapon. In regards to the HW choices. When the day is over and you are packing your dice it all comes down to this. What ever your enemy is shooting at is what he is afraid of. Take more of them then he can kill.
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Post by Rolling Thunder on May 19, 2008 11:28:30 GMT -5
yah, but marker lights need LOS too. And since theres a tooled-up veterans squad entrenched in the terrain blocking LOS I think that nobody is going to get to that Griffon.
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Post by Deleted on Jun 12, 2008 7:51:20 GMT -5
against chaos marines always go the plasma gun, it bypases even termies saves and can destroy transports. missile launchers are also a must. they kill marines outright on 2+ and only cost 15 points
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Post by Rolling Thunder on Jun 12, 2008 8:02:41 GMT -5
But, you only get one shot, and that only works slightly less than 50% of the time.
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Post by Deleted on Jun 13, 2008 9:43:32 GMT -5
Kill rate per turn stats versus smurfs
Plasma Gun v smurf = 0.83 krpt. Meltagun v smurf = 0.42 krpt.
NB: Both these stats are taken from within 12", making survivability the key problem.
Krak Missile v smurf = 0.42 krpt. Lascannon v Smurf = 0.42 krpt. Heavy Bolter v smurf = 0.33 krpt. Autocannon v smurf = 0.27 krpt.
Currently the autocannon languishes in fourth place. It fairs little better against swarms where yet again the Heavy Bolter rules, against light transports it is invaluable - but it's a bit of a one trick pony.
With AP3 the autocannon antismurf stats jump up to 0.83 krpt.... where it belongs.
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Post by ssgtdude (M.I.A) on Jun 17, 2008 12:47:28 GMT -5
Flamers work better against the swarms as do any of the other template weapons since they have this template weakness (two wounds per actual wound)
RT, in 4th ed the LOS blocking is just a priority check away. In 5th, since the marker light does not wound you don't get a 4 save and it is still just a priority check away.
Those seeker missiles are pests. best to take out the vehicles that operate them as soon as you can. I always take out the Hammer head and Sky Ray first turn if I can.
Also my friends, please note that some tau players are under the impression that the seeker missile is fired in an arc like a indirect missile from our beloved Basilisk. This is not true. The guidance system fires it from the vehicle in a straight line from the vehicle to the target. It will avoid other targets in the way just to get to it, but this doesn't mean that it goes around corners, or denies you of the 4th ed obscure rule, or the 5th Ed 4+ cover save. If 50% of the vehicle is behind terrain you get the save.
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Post by Deleted on Jul 6, 2008 16:41:23 GMT -5
Sorry to go off point a little There seems to have been no mention of regular mortars yet... does that mean no one uses them? Guessing range cant be that difficult if you know table length. The barrage has to be extremely valuable for slowing up advancing enemy troops getting to the gunline.
Then again, there is always the inferno cannon!
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Post by Woz on Jul 6, 2008 18:05:31 GMT -5
Guessing went out with 3rd ed.
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Post by ssgtdude (M.I.A) on Jul 7, 2008 10:15:52 GMT -5
Woz, I completely agree with you, but there are pockets of players who have kept it in the game simply because the codex have not been updated with FAQ to remove it.
Also, back in 3rd Guess weapons ALWAYS fired first.
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Post by Deleted on Aug 22, 2008 0:18:42 GMT -5
Best all a round special is nade launcher Best all a round heavy is Autocannon Yes they can be more specific weapons for armies but in tournament with multiple competitors these are the best I seen every competitive guardsmens chooses autocannons for their heavy weapon plattoons and nade launchers in their reg squads
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Post by Deleted on Aug 22, 2008 1:10:08 GMT -5
yeah effective is more like cant be played hope it comes back in new codex though
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Post by Ymmot (M.I.A) on Aug 22, 2008 1:22:22 GMT -5
yeah effective is more like cant be played hope it comes back in new codex though what? I can't figure out what you are talking about.
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Post by lordcastellenjon on Aug 22, 2008 7:47:14 GMT -5
I think he is talking about guss range... but thats just my idea not shure my self
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Post by Ymmot (M.I.A) on Aug 22, 2008 10:22:26 GMT -5
my mortars when used with my basilisk blows huge holes in enemy swarm armies, thanks to some lucky scatter dice I was able to use them to lay waste on the last two swarm armies I fought (nids and orks)
but then I guess that is what they are made for.
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Post by Deleted on Sept 16, 2008 11:49:55 GMT -5
I agree that the grenade launcher is the best all around special weapon, because you can fire small pie-lates, or a shell that is stronger than a pulse rifle, and counts as assault.
Autocannons, also. I, however, usually take heavy bolters, because, yes it may not have the range or the strength, but it has one extra attack, and with 3 BS, that can really make a difference when shooting at large armies, or even at small but elite armeis, like 'crons.
*puts finger to chin*...Hmmm...*light bulb*, you know what we need? Something like the Mk19!
Something like this:
S4, rng: 36", AP: 4, small blast, heavy 4 (or 3)
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