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Tau stealth suits?
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Old 14 Jun 2013, 17:12   #1 (permalink)
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Default Tau stealth suits?

Ok so I'm think about getting the stealth suit team but I'm not sure please help me!
Oh and any tips for fight space wolfs?
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Old 14 Jun 2013, 18:56   #2 (permalink)
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Stealths get a great cover save. 3+ in woods, 2+ in a ruin or better, 4+ just straight out in the open. The can deepstrike, infiltrate (No Box Required) and Outflank. They are Jet Pack so they jump shoot jump.

Mostly Stealths carry burst cannons, so you have a lot of fire power per model.

Weakness: they are a little expensive on the point side.
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So what you are saying is that your Ground Cadre has lots of Air Support?

No. What I am saying is that my Air Support has lots of Ground Cadre.

If a Land Raider dies to a rail gun, and no one was around to see it, does the kill point still exist?
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Old 14 Jun 2013, 22:02   #3 (permalink)
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Ok thanks I shall get stealth suits thank you!
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I'Z FIRING MA LAZER!!! for the greater good of course

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Orks 500 points

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necrons
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Old 15 Jun 2013, 00:59   #4 (permalink)
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space wolves rely pretty heavily on infantry, especially assault infantry, but the stealth suits can really wreck their day with the burst cannons, but if you give one a fusion blaster, or maybe 2 in a bigger blob, you can wreck transports to get at the guys inside and can also deal with that assault termie squad headed in your direction
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Old 15 Jun 2013, 01:55   #5 (permalink)
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Ok thanks for the tip
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I'Z FIRING MA LAZER!!! for the greater good of course

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soon to be started
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Old 15 Jun 2013, 02:01   #6 (permalink)
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Stealth suits are an exceptional harassment unit.
There's not much to say beyond that.
They have stealth and shrouded giving them +3 to whatever cover they are in (4+ in the open, 2+ in everything short of razor wire); they are jet, so they get jump-shoot-jump making them mobile; they get lots of S5 shots; and they come with a range of deployment options including deepstrike and infiltrate.
They are a solid choice as long as you know their limits. That is to say, as long as you know their place on the battlefield you won't be disappointed. They are a harassment unit; a harassment unit should not be expected to roll up a flank wrecking everything in its path, but show up in an inconvenient location for the enemy and disrupt his/her battle plans, they must either be dealt with which takes pressure off your main line, or ignored in which case they will continue to harass all game long.

Space wolves are just another marine book. Albeit a top tier marine book... but still marines. The new Tau codex is loaded with AP1-3 and rending sniper weaponry, anything with those specifications will be a hard counter for a space marine on foot. Marine transports are light enough that they can be taken down truly effectively by mid-strength firepower (S7) which Tau also have a plethora of. Finally, marine heavy support is usually hard hitting, decently defensive, but slow (looking at you pred and vindi), use superior mobility (especially deployment flexibility such as deepstrike, and outflank) to get behind them for a shot at that soft AV10 at the rear.

A note in general for Tau tactics:
The Tau'Va states that all are equal and that casualties should be kept to a minimum if at all possible. In a perfect world this would be true... however, Warhammer 40K does not always respond well to such idealisms. Realize that you are going to lose units and use such losses to your advantage; a unit never truly dies so long as its purpose has been fulfilled. Use your units to slow down, reroute, divert, and manipulate the enemy forces. At the end of the day, the key to victory is to keep your objective in sight and use your resources to their fullest, even if this means losing much of your army in the process.
I bring this up because space wolves are an army that is very susceptible to having its time wasted by Tau expendables. Expensive troops who have a balance of close combat and ranged ability will likely want to close with the Tau to disrupt your battle line. So disrupt there battle line early on and never allow them to reach your true battle line (just bog them down in an endless mire of expendable units).
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Old 15 Jun 2013, 02:08   #7 (permalink)
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Ok wow that is really helpful thanks!
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I'Z FIRING MA LAZER!!! for the greater good of course

FORZ THE GTEAZER WAAAAGH!

_______________________________________________
tau- 1500 points
dark angels - 1000 points
Orks 500 points

soon to be started
necrons
blood angels
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Old 15 Jun 2013, 09:15   #8 (permalink)
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I like stealth suits last time I played them it was against grey knights player in my first turn they took out a his vindactor assassin in turn one combine with ML support they can mince infantry pretty quickly with there str 5 ap 5 assault 4 run a full squad of 6 with burst cannon and that 24 shot equip with counter fire defence that should be enough fire power to even put a hurting on charging termmies. If u use fusion blaster on them I would use TL on those and u got a decent anti av 13 plus unit and still enough fire power to force saves against on heavy infantry the more shots u can put out on heavy infantry the more likely they will fail saves and with decent cover saves they are hard to remove from the table save from template weapons
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Old 15 Jun 2013, 09:20   #9 (permalink)
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Ran test on a stealth team. 6 man strong, 2 with fusion blasters

enemy: landraider crusader with 5 hammernators inside.

1st fusion gun smoked the crusader, hammernators got out.

2nd fusion gun shot, missed

24 burst cannon shots: 15 hits, 10 wounds, 3 dead termies

that's just shy of 400 points of terminators/landraider up in steam
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Old 15 Jun 2013, 10:58   #10 (permalink)
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Quote:
Originally Posted by mirmidion43 View Post
Ran test on a stealth team. 6 man strong, 2 with fusion blasters


24 burst cannon shots: 15 hits, 10 wounds, 3 dead termies

that's just shy of 400 points of terminators/landraider up in steam
a six man stealth team with two fusion should only give you 16 shot not 24
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