Tau Empire Codex 2013 | Army Builder Program
Dark Angels Codex 2013
Chaos Daemons Codex 2013
Chaos Space Marines Codex 2012

Warhammer 40k Forum Tau Online

 

Warhammer 40K Forum

Blunting the Sledgehammer: Fire Warrior’s Guide on How to Kill a Guardsmen
Closed Thread
Old 14 Apr 2009, 16:12   #1 (permalink)
Zen
Ethereal
 
Join Date: Jan 2008
Posts: 12,937
Send a message via MSN to Zen
Default Blunting the Sledgehammer: Fire Warrior’s Guide on How to Kill a Guardsmen

Blunting the Sledgehammer: Fire Warrior’s Guide on How to Kill a Guardsmen
By Zenai a.k.a. Commander Coldshadow

[hr]

It is the 41st Millennium. For more than a hundred centuries the Emperor has sat immobile on the Golden Throne of Earth. He is the Master of mankind by the will of the gods, and master of a million worlds by the might of his inexhaustible armies. He is a rotting carcass writhing invisibly with power from the Dark Age of Technology. He is the Carrion Lord of the Imperium for whom a thousand souls are sacrificed every day, so that he may never truly die.

Yet even in his deathless state, the Emperor continues his eternal vigilance. Mighty battlefleets cross the daemon-infested miasma of the warp, the only route between distant stars, their way lit by the Astronomican, the psychic manifestation of the Emperor's will. Vast armies give battle in his name on uncounted worlds. Greatest amongst his soldiers are the Adeptus Astartes, the Space Marines, bio-engineered super-warriors. Their comrades in arms are legion: the Imperial Guard and countless planetary defence forces, the ever vigilant Inquisition and the tech-priests of the Adeptus Mechanicus to name only a few. But for all their multitudes, they are barely enough to hold off the ever-present threat from aliens, heretics, mutants - and worse.

To be a man in such times is to be one amongst untold billions. It is to live in the cruelest and most bloody regime imaginable. These are the tales of those times. Forget the power of technology and science, for so much has been forgotten, never to be re-learned. Forget the promise of progress and understanding, for in the grim dark future there is only war. There is no peace amongst the stars, only an eternity of carnage and slaughter, and the laughter of thirsting gods.

[hr]

Well, just as I promised; a Tactica on how to deal with the Imperial Guard. Now, this is not a quick-win Tactica. Your skills and experiences should still be the deciding factor, not everything I said should be followed to the letter but it does give an idea on how to blunt the sledgehammer that is the Imperial Guard.


Target Priorities
Primary Threats
Company and Platoon Command Squads – These guys are akin to Farseers and Warlocks in terms of buffs. Like their Eldar counterpart, they can give bonuses and benefits to their subordinate. Orders are what Commanders can issue at the beginning of the Shooting Phase. They can range from making weapons Twin-Linked against vehicles and Monstrous Creatures to rallying fleeing units even though they’re under half-strength. The few ways for a Guard player to protect them is to give one of the Veterans a Medi-pack which gives them the Feel No Pain Universal Special Rule. Furthermore, only Company Command Squads can take Carapace Armor and/or Camo-Cloaks which can make them more durable to incoming fire. This can be easily overcome by using Markerlights and a Submunitions Shot from a Hammerhead Gunship’s Railgun. For those hiding behind cover and out of fight, outflanking Stealth Suits can flush them out.

Infantry Platoons and Veteran Squads – One of the things that made them thicker than ever is the fact that you can combine all the Infantry Squads into one massive unit thus a 50-men Infantry Squads (55 if you include 5 Commissars). For the Tau, it’s just one big target. They still have an Armor Save of 5+. Light them up with Markerlights and shoot everything you have at them especially Submunition Shots. They will die like flies. Furthermore, they’re still Guardsmen and below average in terms of close combat. You can outflank a Kroot Carnivore Squad (Preferably, try to max it out with Kroots and Kroot Hounds) and avoid the Infantry Platoon’s devastating firepower. Long story short; Kroots are better at close combat than a Guardsman.

Hellhound Squadrons and Chimeras – They’re now Fast Tanks thus able to move flat-out at 18”. They can close much faster but their weapons have their range decreased. One of the variants of the Hellhound is the Banewolf. Its weapon, the Chem Cannon is AP3 thus it’s a danger to Fire Warriors and Crisis Suits. Good news; it is Strength 1 (But they wound on a 2+ though) so it can’t kill the Crisis Suits outright. Now with their new Fast profile, Guard players will be more likely to move flat-out as well as pop the smoke launchers (Giving it a 4+ Cover Save) in the first turn. This is where you need to stop it otherwise it will create havoc in your own lines. Markerlights are the obvious solution here as well as a well-aimed Railgun shot or a Crisis Suit jumping out to fire their Fusion Blaster and/or Missile Pods.

Valkyrie Assault Carrier and Vendetta Gunship Squadrons – A pseudo Flyers of sorts. They count as Fast Skimmers for all intents and purposes. Despite the frightening amount of firepower it can dish out point-for-point, it’s much more fragile than Eldar Skimmers or even Tau Skimmers as it has no defensive capabilities other than to go flat-out to gain the 4+ Cover Save. Again, Markerlights will negate the Cover Save followed by a couple of shots from Railguns, Fusion Blasters, Missile Pods or even Seeker Missiles can knock it out of the sky.

Leman Russ Squadrons – Their side AV has been raised to 13 and some variants boasts a rear AV of 11. Furthermore, they have access to Camo Nettings which gives the Leman Russ a +1 to Cover Save if they didn’t move in the last turn. But Camo Nettings are quite expensive and will only bump up the cost of the Leman Russ. Despite this, it’s still a Leman Russ. They can be taken care of with Markerlights and a Railgun shot. Even a deep-striking Crisis Suit or outflanking Stealth Suits with a Fusion Blaster can smite it. Outflanking Kroots can do it as well but only for those variants with the rear AV of 10.

Ordnance Battery, Manticore Rocket Launcher and Deathstrike Missile Launcher – The Colossus is a more present threat to the Tau as it can ignore cover as well as its weapon is AP3. Thus it’s imperative to equip the Crisis Suits with Shield Generators and/or Shield Drones if you want to have them on the tabletop. Most of these artillery units are Ordnance Barrage so they can just hide out of sight and rain death upon the Tau. Outflanking and deep-striking is one of the best options to counter this. Crisis Suits, Stealth Suits and Kroots can do the job well enough as well as avoid the destructive firepower from any of these units.

Secondary Threats
Primaris Psyker and Psyker Battle Squads – Imperial Guard Psyker Battle Squad can do 2 things; lower the Tau’s above average Leadership or blast them with large blast template. But their offensive capabilities are off-set by their defensive capabilities as they were only gives a 5+ Armor Save for defense and a torrent of pulse-fire can easily reduce them to nothing. The Primaris Psyker, however, has both offensive and defensive capabilities. Firstly; like most HQs, they come with an Invulnerable Save though a mediocre one. Second; they can cast a Psychic Power in which you need to make a Leadership Test to shoot at him and the unit he’s with. Combined with the Weaken Resolve and the Nightshroud, a unit will have to shoot at another target. A smart Guard player will use this on Pathfinders thus they are enable to shoot their Markerlights at desired targets. Best you can do is to just shoot and/or assault the Psyker Battle Squad first. After that, you’re free to make your above average Leadership Test.

Ogryn Squads – Obviously, Ogryns are slow even in a Chimera. They’re quite competent as a counter close combat unit against outflankers and deep-strikers such as Kroots, Stealth Suits and Crisis Suits. They shouldn’t be too hard to kill as they’re still protected by a 5+ Armor Save but even then, they’re T5 and have 3 Wounds. You would have to get a Railgun if you want to kill them outright. Kroots, Stealth Suits and Crisis Suits will have a hard time just trying to kill them. Best advice is to just avoid them.

Storm Troopers – Their AP3 weapons are a bane for Tau Crisis Suits. Furthermore, they come with the Deep-Strike USR and are able to infiltrate and pinned Crisis Suits (first time they shoot only). Best you can do is to what you would normally do to counter deep-strikers and outflankers.

Scout Sentinel and Armored Sentinel Squadron – Scout Sentinels though lacking in armor can outflank and harry your lines while Armored Sentinels can carry a devastating array of weapons as well as being more armored. The Armored Sentinel can be destroyed easily enough by a Railgun while the Scout Sentinel will need some counter deep-striking and outflanking tactics.

Recommended Units and Setups
1) Crisis Suits with Fusion Blaster and/or Missile Pod
2) Stealth Suits with Burst Cannon and/or Fusion Blaster
3) Kroot Carnivore Squads consisting of 20 Kroots and 12 Kroot Hounds
4) Pathfinders with Markerlights
5) Hammerhead Gunship with Railgun

Summary
Well, I held my end of the promise. You just need some Markerlights, Railguns, Crisis Suits, Stealth Suits and Kroots to deal with the Guard. Just like always. Hope it helps.
Zen is offline  
Old 14 Apr 2009, 18:02   #2 (permalink)
Shas'La
 
Join Date: Jun 2005
Location: Michigan
Posts: 296
Send a message via AIM to LiinSivi Send a message via Yahoo to LiinSivi
Default Re: Blunting the Sledgehammer: Fire Warrior’s Guide on How to Kill a Guardsmen

So what you're basically telling us is that it will come down to strategy, not just stat lines. Seems to me that any hybrid/NinjaTau list should do just fine.
__________________
Imperial troops who fought in the Damocles Crusade described the signature of the barely visible markerlight beams as the Valkyrie's Mark, because those it chose were soon numbered among the dead

"The object of war is not to die for your country, but to make the other poor bastard die for his" --George S. Patton
LiinSivi is offline  
Old 14 Apr 2009, 18:16   #3 (permalink)
Shas'El
 
Join Date: May 2008
Location: Philadelphia
Posts: 2,182
Send a message via AIM to Jedibean
Default Re: Blunting the Sledgehammer: Fire Warrior’s Guide on How to Kill a Guardsmen

They should do just fine until the guard shoot back. They have weapons that can easily deal with any thing we've got in our army. AP3 hellguns can take out /pin crisis suits, AP3 chemweapons can take out stealth suits with no save of any kind unless you give them shield generators which make each stealth suit 50 points per model, they've got strength 6 ap4 blast templates that ignore cover. They've got orders that make their heavy weapons twinlinked, they can give a leman russ a 3+ cover save as well.

I also read in another post that there is a character that can give you a -1 penalty to your reserve rolls. Similarly, the character can also force you to re-roll your outflank rolls so that if you have any outflanking reserves they can completely put you off on the wrong side of the table potentially.

So you could end up with only 1/3 of your reserves coming in on turn 2 instead of half of your army statistically. Then they could end up coming in on the wrong end of the table for outflankers. THEN they're still going to get shot to peices when they arrive.
Jedibean is offline  
Old 14 Apr 2009, 18:24   #4 (permalink)
Shas'La
 
Join Date: Jun 2005
Location: Michigan
Posts: 296
Send a message via AIM to LiinSivi Send a message via Yahoo to LiinSivi
Default Re: Blunting the Sledgehammer: Fire Warrior’s Guide on How to Kill a Guardsmen

Well if you're Tau and using extensive reserves then I'd hope you were using a Pos Relay. Would that still be a 2+ since it's explicitly stated?
__________________
Imperial troops who fought in the Damocles Crusade described the signature of the barely visible markerlight beams as the Valkyrie's Mark, because those it chose were soon numbered among the dead

"The object of war is not to die for your country, but to make the other poor bastard die for his" --George S. Patton
LiinSivi is offline  
Old 14 Apr 2009, 18:41   #5 (permalink)
Shas'La
 
Join Date: Dec 2008
Location: Essex, England
Posts: 490
Default Re: Blunting the Sledgehammer: Fire Warrior’s Guide on How to Kill a Guardsmen

Quote:
Originally Posted by Liinsivi
Well if you're Tau and using extensive reserves then I'd hope you were using a Pos Relay. Would that still be a 2+ since it's explicitly stated?
I think that it they have the special guy that means you subtract 1 from any reserve rolls made, then it would arrive on a 3+ instead.
__________________
Please help my demons level up
[url=http://heresy-online.net/daemons/adoptables/3972-bob9.htm][img]http://www.heresy-online.net/daemons
Turok117 is offline  
Old 14 Apr 2009, 18:45   #6 (permalink)
Shas'Saal
 
Join Date: Jul 2008
Location: US - Minnesota
Posts: 111
Default Re: Blunting the Sledgehammer: Fire Warrior’s Guide on How to Kill a Guardsmen

And I believe you can actually get a total of -2 on reserve rolls. Particularly cruel to chaos demons. Then again this actually benefits ninja tau because you are even less likely to bring things in early and everything automatically comes in on turn 5 regardless of the penalty.
__________________
It's not what you know,
It's what other people think you know.
Just hope you don't get quizzed on it.
Ironclaws is offline  
Old 14 Apr 2009, 18:48   #7 (permalink)
Kroot Shaper
 
Join Date: Dec 2008
Posts: 76
Default Re: Blunting the Sledgehammer: Fire Warrior’s Guide on How to Kill a Guardsmen

Yeah i just looked that up to and it still counts as a reserve roll.

Although its still a good option especally if the person has like two hq sqauds that have master of fleet.

This codex to me just has to many special abilities that really hurt a lot of tactics. Dont even get me started on the guy that makes a Lemun Russ have 72" ranged shot that has 2d6 pentitarting and +1 to the pentrating hit roll. Can anyone say railgun envey?
FADE is offline  
Old 14 Apr 2009, 18:53   #8 (permalink)
Shas'La
 
Join Date: Dec 2008
Location: Essex, England
Posts: 490
Default Re: Blunting the Sledgehammer: Fire Warrior’s Guide on How to Kill a Guardsmen

Quote:
Originally Posted by Ironclaws
And I believe you can actually get a total of -2 on reserve rolls. Particularly cruel to chaos demons. Then again this actually benefits ninja tau because you are even less likely to bring things in early and everything automatically comes in on turn 5 regardless of the penalty.
Actually, you get a -1 penalty while they get a +1 penalty, so the difference is 2. As far as I am aware, you can't get a -2 penalty - that would be horrible.
__________________
Please help my demons level up
[url=http://heresy-online.net/daemons/adoptables/3972-bob9.htm][img]http://www.heresy-online.net/daemons
Turok117 is offline  
Old 14 Apr 2009, 19:29   #9 (permalink)
Nox
Shas'Vre
 
Join Date: Dec 2007
Posts: 1,111
Default Re: Blunting the Sledgehammer: Fire Warrior’s Guide on How to Kill a Guardsmen

I don’t see Tau facing the new IG as coming down to strategy. They can field 3x the tanks we can with the new squad option and then you have to consider the amazing number of heavy weapons they can add on top of that. Now think about what we have to attack those AV13 vehicles with on the first round…3 hammerheads or a few squads of XV88s (if you give up mobility). If we don’t get first turn they’re going to pound the ever loving shit out of anything that can scratch their tanks. If we do get first turn pray to the dice gods because every roll needs to kill something. Even then they should have more than enough heavy weapons left to make the return salvo hurt real bad. Put simply the new IG has the ability to dish out tons of withering fire each round – more than the Tau can match in a straight up shoot out.
Nox is offline  
Old 14 Apr 2009, 19:57   #10 (permalink)
Ethereal
 
Join Date: Jul 2004
Location: UK
Posts: 12,488
Default Re: Blunting the Sledgehammer: Fire Warrior’s Guide on How to Kill a Guardsmen

Sorry to be off-topic Zenai, but I had to point out the irony of the title 'Blunting the Sledgehammer.' :P Sledgehammers are meant to be blunt!
__________________
KJ - Friend, Brother, Ork. Never forget you mate.
Restayvien is offline  
Closed Thread

Bookmarks


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
Kill my Guardsmen ETP Tau 14 06 Aug 2009 18:17
fire warrior vs guardsmen darkane Tau 5 12 Jan 2008 04:44
Fire Warrior Kill Team khanaris Showcase 22 14 Feb 2007 18:43
My Fire Warriors and Guardsmen Yaifrog Showcase 18 16 Aug 2006 02:09
[WIP] Fire Warrior Kill Team khanaris Conversion 24 14 May 2006 18:57