Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Apr 3, 2006 18:22:12 GMT -5
well after playing several games static tau i find suck so know w/ my army thus far i have 3 fire warrior squads of 12 each 2 mounted in devil fish(i ran outta money) and can anyone explain were the rules for skimmers are in the rule book because using the FOF idea people say you cant charge under a skimmer but can shoot under it but i cant find these rules any where in the rule book
if anyone also has tactics used for the tau or even aginst them reply cause i could use al the help i colud get.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Apr 4, 2006 14:10:48 GMT -5
im not for sure cause my brother plays them and has the codex (the old one at that), but playing with them he used a marker light i think which increased the hit chance of everyone in the squad..that could be useful for static squads of firewarriors, plus i think they have a nice range bonus over any regular rapid fire weapons...either way he destroyed my orks before i could get into combat and eat him up...
|
|
|
Post by kyron on Dec 11, 2006 14:17:44 GMT -5
Only one model benefits from the markerlight. If you want multiple 2+ to hit you must have several markerlights.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Dec 23, 2006 19:02:19 GMT -5
Under current rules, you need 2 markerlight hits per squad (assuming BS 3) to get 2+ hits. This is why I like pathfinders...
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jan 14, 2007 17:16:36 GMT -5
Fish of Fury works like this: I move up to 12 inches and disembark my troops out the back. I have to stay 1" away from your models (since this isn't the Assault Phase), and my troops must be within 2" of the rear hatch. Since the Devilfish is about 9" long, that puts my rearmost troopers within 12" of you. My Fire Warriors count as moving, so they rapid-fire their pulse rifles into your poor, poor unit. The Devilfish adds its burst cannon (and probably its Smart Missile System as well). Friendly skimmers don't block line of sight, so you're wide open for my firepower, potentially 31 shots, S5, AP 5. Your turn comes around. You can choose to move around the 'Fish (keeping 1" away at all times, remember), or stand still to shoot (possibly with heavy weapons). You must pass a Target Priority test to ignore the big scary tank right in front of you to engage the squishies behind it. My Fire Warriors get a 4+ Cover save for being partially obscured by the vehicle. If you moved around, and are trying to assault the Fire Warriors, the total distance around the Devilfish, at the 1" minimum distance required, is more than 12", so basic troopers cannot assault around the 'Fish. Nor can you assault /under/ the 'Fish, since you aren't allowd to place models under other models during a move. When my turn rolls around, my Fire Warriors embark onto the 'Fish, and it moves away.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jan 29, 2007 6:36:40 GMT -5
I have been hit with this stretegy a few times now.. I just throw my deamon prince at it.. makes all the FW scatter from being underneigth.. then drpa land raider full of slannesh marines on them That or pop the devilfish with my demolisher or basilisks hitting the carrier and all the models below it and bombard them with mortors.. w can play the hiding game
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jan 29, 2007 11:13:38 GMT -5
Well just about everyone is aware of this tacic... so who actually lets a devilfish get that close? It can move a max of 12 in a turn. If the unit in question has a heavy weapon, or even a strong special weapon, then why are they ignoring a transport that is within 24 inches? I'd probably have it popped before it got there, or at least make an atempt or two. And Tau vehicles are not fast. If this tactic is being used it can be noticed before it happens, so it could be countered by moving an assault unit or really any supporting unit towards the area in concern to throw off the distance issues. It is a good idea though.
-Ben
|
|
|
Post by knight (M.I.A) on Jan 29, 2007 11:21:41 GMT -5
That tactic works one time. After that it's useless. And if you're facing a force that is specialised on fast attack (Night Lords, 13th Legion, Saim Hann, Dark Eldar, etc.) you'll be surprised how fast they breached your lines and confront you in close combat...
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jan 30, 2007 2:36:55 GMT -5
the only thing I can foresee about using this tactic still even now is to have some close combat forces behind them.. like kroot.. and hope that if they jump in to take the devilfish then you can counterattack with the kroot.. and with luck they can hold out 2 turns worth of fighting so that your main line behind the kroot can open fire at rapid fire to take them out nicely.. just have to think in steps and have support units to the main units.. in this case it would be the devilfish is the support unit that is sacrificed for the greater good ( i couldnt resist ) so that the main unit behind could open up with all their main firepower on the enemy.. just a thought.. might work..
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Feb 13, 2007 15:21:23 GMT -5
Well just about everyone is aware of this tacic... so who actually lets a devilfish get that close? It can move a max of 12 in a turn. And Tau vehicles are not fast. -Ben If you're saying things like this then you've obviously never played against or even glanced at the tau codex. Being a tau player myself I can tell you that tau vehicles are fast once you give them a 10 pt upgrade, and trust me, no good tau player is gonna leave home without it. Also for all of you who wanna learn more about tau tactics or just tau in general from our point of view (Unbaiased Free thinking view unlike the imperium) go to www.advancedtautactica.comThats where I learned to play tau and i've never lost a game.
|
|