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Tau and Missile Launchers
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Old 05 Dec 2004, 20:58   #1 (permalink)
Kroot Shaper
 
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Default Tau and Missile Launchers

Okay i have one mayor problem when fighting against my mates Space marines,missile launchers!He has two of em and evertime he will kill somethin either important or somethin that will cause my problems later on.When i start his rockets will forcing me into cover.
My Suits dont have much problem cuz they hop in and hop out but when there is no cover well he will shoot and my FW squads either have to take or hide.
Any units/models that will take out the squad quickly or tatics...
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Old 05 Dec 2004, 21:00   #2 (permalink)
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Default Re: Tau and Missile Launchers

Missile Launchers aren't that bad for Firewarriors. Believe me, Orks, Guard and Dark Eldar all get it a lot worse (Eldar usually have a Warlock to protect them...).

Just shoot like hell, and they'll die soon enough. Remember to always try to cause enough casualties to force a fall-back. If you move fast, you can catch them in crossfire...
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Old 05 Dec 2004, 21:04   #3 (permalink)
Shas'Saal
 
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Default Re: Tau and Missile Launchers

Well, space marine missile launchers can actually be a bad thing for a marine player, because it limits his mobility. The thing I've alaways done is give my HH a disruption pod and kept out of range.

Be sure your battlesuits are behind cover, also, if he stays out of the range of your weapons to use his miisle launchers, simply get you're guys behind cover. Hopefully this will force him to move into your guns.

P.S. Once everything is behind cover, just use your HH to pound him. He won't be able to outshoot your tank with two missile launchers.
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Old 05 Dec 2004, 23:36   #4 (permalink)
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Default Re: Tau and Missile Launchers

taking cover is always a good idea. also use drones and kroot to get close to the enemy and try to get him moving
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Old 06 Dec 2004, 07:25   #5 (permalink)
Kroot Warrior
 
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Default Re: Tau and Missile Launchers

HH are can slide from cover to cover and still fire, thus, never reveal your important units to him. FW shouldn't have much of a problem as the only kill 1 or 2 a turn and in the grand scheme of things, that's better than having the said tactical squad rip into you in CC.
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Old 06 Dec 2004, 16:02   #6 (permalink)
Kroot Shaper
 
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Default Re: Tau and Missile Launchers

I could use my HH easly by just using the Ord blast and watch em fly,also i ccould use my Battlesuits to jump in shoot then hide again.
The worst thing is his squads with his missiles in are quite far back so i would have to survive a fwe shots before my Gun squad could do anythin
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Old 06 Dec 2004, 16:18   #7 (permalink)
Shas'Ui
 
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Default Re: Tau and Missile Launchers

Plasma guns.
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Old 06 Dec 2004, 16:24   #8 (permalink)
Kroot Shaper
 
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Default Re: Tau and Missile Launchers

I did serios damage to one of his squads usin my stealth team but then he got looky on the rolling to see dice and shot one of my suits out the sky.
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Old 06 Dec 2004, 20:44   #9 (permalink)
Shas'Saal
 
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Default Re: Tau and Missile Launchers

well, its only a 30 pt. model, so you should have made a good trade off for one stealth for serious hurt on SM.
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Old 07 Dec 2004, 01:39   #10 (permalink)
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Default Re: Tau and Missile Launchers

never use the word "only" any troop as its worth and your saying stealth suits are worth the loss? i know it might be winning for you becuase you get more kills but i'd rather save my stealth suits then suicide them.
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