Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
me and my college buds are having a game sometime in the next week or so. Since my freind does not have the points 2 make up a big enough army to particapate in a 3 way 3000 point battle. so its me and tau ( 1500 point IG and 1500 pts tau ) vrs. ultra marines.
It is one of those missions were you try and take control of the table quarters.
I have almost every type of unit in the imperial guard codex, i was wondering what the best mix of guys would e to team up with my alien freind.
Pokerface of Guard
Well, first things first your Space Marines friend is going to have to fight hard, he's up against the two toughest armies in terms of firepower. We're talking Broadsides and Demolishers on the same team.
Find out what your friend is playing. Is he playing Mech Tau or fielding lotsa Kroots? The latter will ensure that you got close combat done. If it's Mech Tau, what IG can do in this case is to be a stationary force and keep raining in shots while the Tau jumppack around the battlefield taking out enemy armour. The Marines will be too focused on taking out the Mechs and their shield drones that they completely forget the real threat, the Imperial Guard!
If that's what you've decided on doing, have troops that can form a solid line of fire. Infiltrating Hardened Veterans into cover, Guardsmen deployed in wrecked buildings... Want to irritate your opponent? Get Ratlings. Your friend might have Pathfinders, so having lots of snipers on the field might be overkill, but hey, we all want to get 2+ shots in. Units like Ogryns, Techpriests, Rough Riders might not prove as useful as CC is already taken care of by the Kroots if he fields them. If not, use Rough Riders to serve as counter-charge, or move along the flank to support the jumppacking Mechs.
If Tau goes for tanks, support with more tanks. Nothing like laying pie templates on the table. However, the need for Demolishers might not be as high, use the standard Leman Russ for longer range.
edit: just found out you're playing cleanse. Hmm. Stormtroopers will be highly useful in this case in securing table quarters. Having tanks to provide coverfire helps. Rmb, cheat by infiltrating your men into the other quarters as well and set up a defense perimeter around them. If you do this correctly, bolstered by Tau, the Space Marines won't even make it out of their quarter. Beware the dropp pods though.
Last edited by RJCRaven; October 2nd, 2006 at 16:44.
ultramarines hate plasma and sentinals. nothing says gay like 50pt dude blowing up a landraider. also make sure to load up on lascannons in guard squads. i like the idea of a lascannon with 10 wounds.the tau player should go for the plasma/missile pods or plasma/fusion.
or just a quick summery 50% of shots fired should be plasma something and the other half LasSomething while the tau should be firing railsomething and some sort of BS insane missiles they have
Darks Elves 6000ptsWood Elves 500pts (WIP)
Imperial Guard 5000pts
What units to use depends heavily on alot of factors. For starters, depending on Tau for anti-armor isn't the greatest idea. Railguns may seem impressive, but they are few and far between and really expensive. If your buddy has broadsides, they will be easy pickings for some marines with lascannons and will be doing good to get through first turn. If he's got hammerheads, you'll get a few good hits in before he hits the hammerheads with everything. Either way, make sure you have a few backup plans for dealing with tanks.
Even if your teammate knows what he's doing, Tau have little that handles marine power armor well and generally get crushed by balanced marine lists. They'll be a good distraction if your buddy knows how to use em, but you're probably going to be pulling the bulk of your team's weight as far as infantry destruction. If you have a choice of allies to fight marines, Tau is at the bottom of the list.
Advice: Count on having to do most of the work in this battle. The most important part of Tau is speed and IG has none, so try to con your buddy into fielding some of the faster units in the list to allow you to use your ally to distract and draw away marines. Nutshell, Tau are the speed bumps and IG are the hammer.
Blais's Paint Studio-Getting broken armies good soft scores since 2009
IF your playing a table quaters game then i would suggest a more static IMP line with heavy weapons to handle the marine core. Use the Tau to take the quaters and thier mobilty to out manouver the marines.
The smurf player needs to be good, hes in for a hell of a battle. I dont envy him but id love to see it
WELL SAID, NO MORE SQUATS THEY ARE DEAD GET OVER ITOriginally Posted by artificer
I don't agree with Mastershake when he says that Tau have no Anti-marine firepower. Battlesuits are nasty against marines. They are also highly mobile, so they can capture table quarters and kill marines before they have a chance to shoot back. I would reccomend taking lots of guardsmen, as many Basalisks as possible (you will be on a huge map, so minimum range and cover won't be an issue), some Rough Riders with lances, and vet squads with plasma. Basically, anything that ignores Marine armor. Good luck.
"When one man dies it is a tragedy. When thousands die its a statistic."
Tau:Just one little pointer, space marines can proove to be a pain if they have any assault squads. Sergeants and marines can do some serious damage to all those guardsmen and pesky firewarriors that get in their way. So just as a little ponter, your tau friend might want to consider a small Kroot squad to hold off anything that attempts to charge into CC. Against marines, tau dont have a lot of Ap2-3 weapons so they can focus on plasma guns, missile launchers and possibly fusion guns of it come to take down armor. I can be almost sure that the marine player will use a dreadnaught and possibly terminators, so make sure you can counter those.
IG: HW Lascannons are nice but a lot more expensive then missile launchers, so to save points I suggest Missile launchers, it still packs enough Ap Pen to break through SM amror with ease. Lascannons, you pay 10 pts more for +1 Str and -1 Ap? I dont like that Idea
Veterans are cheap and nice, with plasma guns as the weapons of choice they can inflict great dmg to a space marine player. Also some means of countering CCC troops would also be nice for an IG player, wether its Ogryns or tooled up HQ or rough riders, it doesnt matter but there should always be something that you can afford to counter charge with. Its also nice to put commisar in your HQ, with mastervox and junior officer with honorifica. With a vox network you give all your infantry Ld10.
Oh this is way too easy. One solid line (2 rows, foot to foot) of Ig, then a solid line Tau behind them. Nobody is getting into assault range. Put your heavier weapons behind them and leave some dropping battlesuits to finish the rest. March the infantry up the field 6 inches at a time and you will dominate.
This will give you many shots. Or you can spread them out so that Tau can rapid anybody lucky enough to get close to the IG line.
Last edited by Forger of Civilization; October 10th, 2006 at 04:34.
Three Companies of the 26th Vinancium
143rd Airborne Badgers (99.9% done)
159th Corsair Rifles (35% done))
69th Armored Wall Busters (95% done)
Total 197 men, 12 tanks, 4 Heavy Artillery Pieces
Dude, that is too simple and too brilliant. Why didn't I think of that?
"When one man dies it is a tragedy. When thousands die its a statistic."