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Hey Marine players I have a question for you. Last week I played against a Tau army with my BA and while I faired well with most of my army I did run into one issue. The game was a large one (3000 pts) so he fielded a squad of like 6 or 7 skimmers. I believe they may have been Forge World model but they all had 1 weapon, some sort of melta gun. He always moved them 6" inches and they had 11 for their front armor. Now I didn't think I would have a big problem with them but I did for 2 reasons.
First off when I would stun or shake one he would still move all of his other skimmers so when I shot at him he would only take glancing hits (even when I shot something like 4 assault cannons at him). How should have this been resolved? I now know if he moved to far he would have to abandon (ie lose) the shaken skimmer. Is he allowed to do this and how can I counter this?
Secondly, when I charged him he would use some sort of wargear where he would roll a die for each model in every squad I charged with and I would have to make a save for every die he rolled a 4+ on. At first I thought this was a little to powerful but he mentioned in the end that each skimmer only had 1 of these charges but that he only needs to use 1 from 1 skimmer to get the ability to rolla 4+ against all of the squads that charged the entire squad (I charged him with 3 squads at one point). Is this correct?
Also, the squad he fielded was so large that when I charged it most of my models only covered like 3-4 of the 7 skimmers, does this mean I would only be able to kill those 3-4 skimmers?
Finally, what is the best way to deal with these skimmers? I would have fired all of my heavies at them but he got to go first and as such fired all 6 of his heavy battle suits and sniper drone squads into my armor and heavy supports (interestingly not killing most of them but shaking and stunning everything and then wiped it all out the following turn). Any help would be appreciated. Thanks.
And here the Tau players are saying Pirhanas are bad & weak...
I'd just say ignore them. Hit them with Furiosos. The Meltagun always penetrates. Then charge in because there's no wound on a Dread.
That's all I can think of right now.
Post your army lists in the ARMY LIST section! Not that hard!
I wouldn't go near them with a Furioso. You'll hit them on 6's in close combat, and that isn't great...Originally Posted by <E!_Mance>
Also, you can't penetrate a skimmer with a melta if it moves fast.
So then what do I do? He moved these things out in 1 big line and told me I could not move through skimmers (where I would end on the other side of them at the end of the turn not under them). So basically I was stuck in the middle between those and 2 wooded areas, I had to kill them all and quick before he melted my entire army.
With vehicles that you can only damage with glancing hits, high weapon strength is not that important; only hitting them a lot of times is. I would suggest creating a few dedicated "anti-aicraft" devastator squads armed with heavy bolters. If you make the most of the heavy bolters range, while keeping a tactical squad in front as a screen, it should stop him targetting your devastor squads to early.
Could you have ducked into cover behind the wooded areas you mentioned? He can fire through his skimmers, but not through more than 6" of cover. It might have meant retreating and hiding in the woods but sometimes that is the best thing to do instead of being caught in the open.
How much cover did you have set on the board? it doesn't sound like you had much. You need to keep as much of your army out of sight as possible when going against railguns, markerlights and rail rifles. Just setting up all your heavy stuff on the biggest, widest plain you have is not always the best tactic. Sometimes it better to set up out of line of sight, so that you have lanes of fire that the enemy has to move into to engage you.
If you find yourself against someone who's weapons are longer ranged than yours (say 24" bolters vs 30" pulse rifles) Just position your men at optimum range from the cover (ie a hill or tall wall). He can't shoot you at his extra range until he closes and crosses the cover and when he does he is immediately in range of your guns.
Okay, well first off he cheated you because Pirhanas can only be taken in sqauds of 5, letting you field a maximum of 15. Im not sure on the 4+ thing but it sounds really phishy to me and if I were you I would demand to see the entry in to codex and the exact rules. When one skimmer cannot move that turn, the whole sqaud can't unless they stay within 2" of eachother...same as normal 40k basicly.Generally, if I were you I'd take an assault sqaud with melta bombs, a p. fist, and a plasma pistols and hope for 6's.
Thanks for the help guys, I am going to definately take a look at his codex next time as it does seem a bit fishy.
As far as cover goes, this was the first game I played in a while and I let him pick the table, his side, and left he terrain where it was. Basically, I had no terrain on my side and there was a middle lane with terrain to the left and right of it. So I chose to setup the in the middle so that once I moved I would be covered (also he could not sheet straight ahead at me since the lane had a curve in it. So he put both of his heavy squads on both corners of the table so they could shoot my flanks and 6 twin linked railguns a turn. However, I got so unbelivably luck I ended up winning. Basically he blue up 1 rhino on turn 1, stunned an LRC and that was it. I routed his kroot turn to and was in HtH turn 3 with my DC but I lost a lot of troops and time to his stupid Piranha.
I like the heavy bolter idea and I am going to have to try it. I will you all know how it goes. Any next time there will be terrain galore!
Ouch! This sounds like an amazingly cheesy/brilliant strategy! Sort of a varient on the Fish of Fury tactic. Well, besides taking units of 7 (sure it wasnt two units, or one of 5?) most of this plot is perfectly legal, if sadly broken.
The up side is since you play Blood Angels your jump infantry can simply hop over the skimmers, foot sloggers must still pass between the skimmers so are blocked if they set up in 2" coherency. On a side note, the maximum coherency for vehicle squadrons is 4".
As for stunned and shaken results this is the only real cheat I saw. If one model is stunned then the rest of the unit may not move without leaving that model behind. If they do move then the stunned (or immobalized) model is considered destroyed.
As for the 4+ wounds on the assault, sorry to say it's worse than you believed. There are no 'charges' on flechette launchers so they can launch as many times as desired, however only models charging a skimmer with flechette launchers roll to be hit.
I gotta say, this is a horribly broken tactic, however only really useful against footslogging armies with light protection, which Tau already shine against in the first place.
Well atleast I now know that the Flechette launchers were legel. I am not sure if he just bunched 2 squads together. It is true that it would not have stopped my jump troops (and it didn't) but they just created a huge mess in the middle and stopped my troops from advancing for like 2 turns. I think I also rolled poorly against them (my only bad rolls in the game) because to kill them I fired 3 assault cannons on them for 2 turns and I charged them 2 times with 4 Terminators (3 of which had chainfist) and once with 2 squads of marines with a power fist vet sarg in it to finally kill all these boogers. Then they left a strewn heep of model across the board that were difficult terrain for my troops to move across, thus hampering my movement even more (obviously all my transport vehicles didn't last more than 2 turns except for 1 LRC which lasted till turn 3).