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  1. #1
    Art Culinaire BLADERUNNER's Avatar
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    All right fellow (followers?) of Chaos. I've recently been asked for some help
    from a newbie in the Tau forum. I figured I'd help him out and ask around in
    the chaos forum. Dont get psycho on me. But Help would be greatly appreciated.

    He stated his opponents list, and how he handled the situation. Any weaknesses
    we can help show him.?

    Chaos Lord
    2 Berzerker Squads
    2 rhinos
    2 defilers
    1 squad of raptors
    1 squad of bikes
    12 Fury daemons
    12 horror daemons
    2 obliterators

    I moved my hammerheads every turn and such, but the table was only about 7 ft long, and my opponent moved up his defilers. He also moved his rhinos behind cover. He then pummeled my FW every turn with his battle cannons, and I couldn't do anything because we were playing an alpha level mission. Eventually his ither assault troops came out of hiding and I hit them with railguns, ion cannons, burst cannons, everything. I must've been unlucky, because I didn't manage to destroy any of the rhinos, although I did kill an obliterator with a railgun..... My first Shas'o was killed in the second turn when I did not place him fully behind cover and my opponent saw the tip of his gun, so he was hit by 4 lascannon blasts¬*


    Finally, I did kill off a lot with my second Shas'os plasma rifle, but he summoned his daemons and was intent on wiping me out. Apparently his saemons can move when they are summoned, and assault in the same turn....¬* Fortunately, we ran out of time, and we called it a draw, even though he would've won.
    Here's his list.

    2 Shas'os
    1 Bodyguard
    3 FW squads
    1 Devilfish
    3 Hammerheads
    1 Drone Squad
    Human Auxiiaries

    Basically, I'm assuming from what he had, I will point out uses for you guys.

    I dont know why he had two shas'o's But apparently he was getting good fire rate
    off of them with plasma rifles those are high strength.

    He put one squad of FW's in his Fish. And apparently had a ton of heavy weapons.
    With railguns. (submunitions can get blast markers)

    And he had a human auxilliary squad basically consisting of lasguns and gernades.
    He has already had recomendations from the tau forum, but as you guys play
    chaos you probably know more...I'll check later this afternoon for chaos
    recomendations on the tau part.

    THANKS!

    -HONORABLE MENTIONS IN BLITZKRIEG PAINTING COMP-
    "THAT I.G. GUY WITH THAT OVERDEVELOPED TRIGGER FINGER"

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  3. #2
    Senior Member joebloggs1987's Avatar
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    Basically all the tau player can do is shoot at the nastys, count their blessings, and prepare to get slaughtered.
    Chaos - 11W 0L 0D
    Orks - 8W 0L 0D
    Tyranids - 8W 0L 0D

  4. #3
    Art Culinaire BLADERUNNER's Avatar
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    *pouty face* thats not all that helpfull.
    -HONORABLE MENTIONS IN BLITZKRIEG PAINTING COMP-
    "THAT I.G. GUY WITH THAT OVERDEVELOPED TRIGGER FINGER"

  5. #4
    Member crazyguy832's Avatar
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    Originally posted by DJ AUN KOR@Mar 3 2005, 06:34
    Chaos Lord
    2 Berzerker Squads
    2 rhinos
    2 defilers
    1 squad of raptors
    1 squad of bikes
    12 Fury daemons
    12 horror daemons
    2 obliterators
    [snapback]343074[/snapback]

    I'm still a little new to 40K, but I'll try and point out any weaknesses I saw in the Chaos player's army.

    First of all, since he took the Berzerkers, the Tau definetely had a slight advantage there. Just get those guys out of their transport, pinned with a barrage, and they are DEAD. With the Defilers, they have horrible armour (12-12-10) unless the player spent tons of points upgrading them. A standar space marine with krak grenades has a chance of destroying them (not sure bout Tau, but mebe).

    Withe the Obliterators... well... not much you can do against those but throw as much firepower at them as possible. They got a KILLER 2+ save, however, so you need to double their toughness (don't have the codex here, but I think that's possible). A general thing that I think might work against the guys like horros and obliterators to give the player a bit more time to fire would be an echelon formation. It looks kinda like this (can go left or right, I'm doing right):

    \
    -\
    --\
    ---\
    ----\

    If you do a formation like that (\ = guy, - = empty space), and max out the distance, you can probably gain a turn or two extra before your entire squad gets under fire.

    It really looks like the Chaos player took a reasonable army. I can't see anything tactic-wise that the Tau player really did wrong, either.

    Like I said earlier, I'm still a little new to the whole 40K universe, but I've got enough general knowledge to say what I have.
    <img src='http://img111.exs.cx/img111/7254/crazysigpsd8yc.jpg' border='0' alt='user posted image' />

  6. #5
    Art Culinaire BLADERUNNER's Avatar
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    thanks, appreciating any advice....
    -HONORABLE MENTIONS IN BLITZKRIEG PAINTING COMP-
    "THAT I.G. GUY WITH THAT OVERDEVELOPED TRIGGER FINGER"

  7. #6
    Supreme Evil Overlord Dreachon's Avatar
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    189 (x8)

    Best things against chaos is much like aaginst normal SM armies.
    Lots of plasmarifles will help greatly, take down his transport and try to get the unit inside it tangled, gives you an extar turn of shooting at the.
    The Defiler should have been targeted first unless of course he had deployed it out of LoS and used indirect fire.
    Getting into cc with chaos forces is usually a bad thing and with Tau and should be avoided at all time.
    also use the ability of crisis suits to move back and fort to keep them out of harm.

  8. #7
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    Originally posted by crazyguy832@Mar 3 2005, 07:23
    I&#39;m still a little new to 40K, but I&#39;ll try and point out any weaknesses I saw in the Chaos player&#39;s army.

    First of all, since he took the Berzerkers, the Tau definetely had a slight advantage there.¬* Just get those guys out of their transport, pinned with a barrage, and they are DEAD.¬* With the Defilers, they have horrible armour (12-12-10) unless the player spent tons of points upgrading them.¬* A standar space marine with krak grenades has a chance of destroying them (not sure bout Tau, but mebe).

    Withe the Obliterators... well... not much you can do against those but throw as much firepower at them as possible.¬* They got a KILLER 2+ save, however, so you need to double their toughness (don&#39;t have the codex here, but I think that&#39;s possible).¬* A general thing that I think might work against the guys like horros and obliterators to give the player a bit more time to fire would be an echelon formation.¬* It looks kinda like this (can go left or right, I&#39;m doing right):

    &#092;
    -&#092;
    --&#092;
    ---&#092;
    ----&#092;

    If you do a formation like that (&#092; = guy, - = empty space), and max out the distance, you can probably gain a turn or two extra before your entire squad gets under fire.

    It really looks like the Chaos player took a reasonable army.¬* I can&#39;t see anything tactic-wise that the Tau player really did wrong, either.

    Like I said earlier, I&#39;m still a little new to the whole 40K universe, but I&#39;ve got enough general knowledge to say what I have.
    [snapback]343129[/snapback]
    Ok, first, the Tau don&#39;t really have ANYTHING that measures up to a krak grenade, and even so, on a 7 foot table, there isn&#39;t alot that you can do with grenades. Also, it takes alot of shooting for the Tau to do much of anything to Marines, Chaos or not. BS 3 in an army dedicated to shooting is a recipie for death. Lasty, if the Chaos player used cover at all, it would have been a nice trick to get a shot at the Defilers.

    Oh, and the double toughness thing only works for multi-wound models if you beat the save.

  9. #8
    Member crazyguy832's Avatar
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    Originally posted by Shaso_Viorla_Malcaor@Mar 3 2005, 16:14
    Ok, first, the Tau don&#39;t really have ANYTHING that measures up to a krak grenade, and even so, on a 7 foot table, there isn&#39;t alot that you can do with grenades. Also, it takes alot of shooting for the Tau to do much of anything to Marines, Chaos or not. BS 3 in an army dedicated to shooting is a recipie for death. Lasty, if the Chaos player used cover at all, it would have been a nice trick to get a shot at the Defilers.
    [snapback]343382[/snapback]
    Hey, I don&#39;t play Tau. I know one guy who does, but I haven&#39;t fought him yet. I&#39;ve never read the Tau codex. How was I supposed to know they didn&#39;t have krak grenades? I thought all grenadey weapons were universal in some shape or form.

    BS3 with Tau? That&#39;s pretty low for such a shooty army. Did I say it would be easy to destroy the Defiler? I don&#39;t think so. My best advice would be for the Tau player to get an inderect-fire weapon as well. That or a deep-striking unit.
    <img src='http://img111.exs.cx/img111/7254/crazysigpsd8yc.jpg' border='0' alt='user posted image' />

  10. #9
    Art Culinaire BLADERUNNER's Avatar
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    BS 3 implies 4 up to hit, and 2 plus to wound with Pulse Rifles and carbine
    blasters. If a squad is hit by carbine blasters they must take pinning tests

    same thing with heavy oordinance. and broadsides.
    -HONORABLE MENTIONS IN BLITZKRIEG PAINTING COMP-
    "THAT I.G. GUY WITH THAT OVERDEVELOPED TRIGGER FINGER"

  11. #10
    Member crazyguy832's Avatar
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    Originally posted by DJ AUN KOR@Mar 3 2005, 16:32
    BS 3 implies 4 up to hit
    [snapback]343401[/snapback]
    I know what the roll to hit with BS3 is.

    ¬_¬
    <img src='http://img111.exs.cx/img111/7254/crazysigpsd8yc.jpg' border='0' alt='user posted image' />

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