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war for the good
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Old 18 Oct 2005, 10:52   #1 (permalink)
Shas'La
 
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Default war for the good

Another post tonight, sorry I am being a pain here. I am playing some games this weekend. And I need some advice from some players here. From anyone i don't care how many games you've played because I haven't used my tau army yet. I know the rules and played 40k with my Orks. On the site it says the Stealth suits are good at harrassing the flanks, especially in horde armys. I am versing tyranids this weekend, how can someone suggest i drop a carnifex, and this player sucks with hiding his HQ, whats going to happen if I drop it in the first few turns. And advice on how to avoid lascannons would be beautiful. and blowing tanks to smitherines. Leman Russ tanks can go in 3 turns with broadside railguns right? how about a hammerhead railgun? lots of questions i know. Should be intersting. :-\
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Old 18 Oct 2005, 11:14   #2 (permalink)
Shas'Vre
 
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Default Re: war for the good

check the important stickies, and maybe PM MalVeauX for some useful links, cause I promise; It's all been covered before, and he has the links
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Old 18 Oct 2005, 19:20   #3 (permalink)
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Default Re: war for the good

Quote:
Originally Posted by flowerfall
I am versing tyranids this weekend, how can someone suggest i drop a carnifex, and this player sucks with hiding his HQ, whats going to happen if I drop it in the first few turns.
Um, you'll be charged by faster things? ;D I recommend you ignore it if possible. When you have to kill it, plasma is the way to go. If it has a 3+ save you can try missiles, but forget it if it's 2+. Same goes for pulse rifles. Finally, if your railguns have nothing to submunition, they do the trick VERY nicely.
Quote:
And advice on how to avoid lascannons would be beautiful.
Show 'em the front of a Hammerhead that's moved over 6". Or else let them shoot at Fire Warriors.
Quote:
Leman Russ tanks can go in 3 turns with broadside railguns right? how about a hammerhead railgun?
3 turns sounds about right on average, but you could be unlucky and stuck all game. Or it could go down right away, I've taken down monoliths on turn 1. Hammerheads hit about as often, are more durable, and can fly around to get the side armor which means a better chance to destroy the damned thing. Especially if you have one on each flank. He can't point his front armor at both of them at the same time!
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Old 18 Oct 2005, 22:45   #4 (permalink)
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Default Re: war for the good

Orks don't like the railhead.* That submunition vs them when they're all clumped up is going to leave a mark...* Try to find the biggest, meanest orks with a 4+ save or worse and plant that template right on them.* Guard don't like the template, and tyranids also don't like the pie plate.... so if they're all you're going to be facing, bring ONE railhead.* Bring more, and they'll be competing for targets.* Once all those genestealers are dead, you have to start shooting other things, things which the railhead isn't as good against. (surprisingly, tanks.* railheads cost too much for only ONE solid slug shot per turn.)

Broadsides sound like they're the choice for you.... bring a squad of 3.* Then, put the railhead somewhere ahead of them, to attract lascannons away and to take care of any troops that would try to assault them.* Broadsides can really stick it to the tyranid monsters... and you said he doesn't hide them?* >

If you drop his HQ with synapse quickly, his gaunts are ld 5.* And they're subject to instincts, so they're probably NOT going to do what he wants them to do...* Kill all the synapse quick and the little ones won't do what he wants anymore.

Broadsides are your best choice vs the pretty much immobile/slow leman russ.* It takes 5 turns for a single broadside to outrightly destroy a leman russ, not counting other damage.* 3 broadsides, then, will kill a leman russ about every turn and a half. (not counting other types of damage)* They're the best tau have against AV 14.

Twin plasma suits don't kill fexes quite as quickly as broadsides, but still pretty quick.* Bring a few of them if you think he might have more than 2 monstrous creatures, or that his monstrous creatures will have all kinds of crazy upgrades.

Good luck, and be sure to let us know how it goes!
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Old 18 Oct 2005, 23:55   #5 (permalink)
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Default Re: war for the good

Set up some Synapse destruction. Let that stick to that.

The Swarm is the dangerous stuff. Ork and 'Nids, its the small stuff you need to blow away.

Crisis configs:

Plasma Rifle + Missile Pod + MultiTracker = Effective, all around suit. Great in many situations. "FireKnife"

Shas'O force Commander: Plasma Rifle, Missile Pod, Fusion Blaster. Hard wire a multi tracker and fire the best two weapons each turn.

Normal Crisis suits: Twin Linked Missile Pods, Target Lock. "DeathRain"

Burst Cannon + Missile Pod + Multi Tracker. Very good for hordes too, just a matter of choice.


Just remember that your jump infantry can move 6" during the movement phase, then 6" in the assault phase in any direction for any reason. Jump out, shoot, hide.

A stealth team of 6 is always good for infantry. Two more Crisis teams will compliment the mix.

Thats all the knowlage I think you need.
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Old 19 Oct 2005, 07:38   #6 (permalink)
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Default Re: war for the good

HEy thanks for all the feedback everybody. I am using stealth suits to thin his heard gaunts and main infantry. Should i worry about 1 lictor? ofcourse it draw my attention, the funny thing is though, I don't think he knows his army well enough and if i don't act effected by his intimidating Lictor he may re-think and all out offence battle. And now he has said 2000pt army 3 carnifexs, Hive tyrant and Broodlord. I am a bit concerned about stranlge webs. should I be?
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