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Okay, after facing off against a Tau fleet last night, I've got a question for everybody: when your opponent is lobbing 85 guided, 40cm torpedoes at you every turn (at 1250 points, WTF?!?!?!), how the bloody hell do you keep your fleet alive, much less put up any sort of meaningful return fire?
I have yet to go up against Tau and I dont have the rule book on me but.. 85 torpedoes, they cant all be seperate and one fighter can destroy one counter for torpedos be it 1 - 8 torpedo token. What fleet and what is your starting distance?
I play Chaos, and in this case it was a random one-off game just because we wanted to see how brutal my Blackstone Fortress could be (for the record, it's pretty damned godly!) - I had the Blackstone, and a Carnage, Murder and Devastation cruiser (one of each). Not really a battle worthy fleet, but it was a for fun game. Still, with the better part of a hundred torpedoes incoming at 130% of normal speed and turning to chase me, I'd have to massively spam carriers to stop it all!
I am a chaos player too, and all too well know the fear of massive ordinance from playing against a Imperial. The only main weaknesses are i see are actual weapon range. Carnage and Devastations should be able to pop through those shield and armor easily. Keep fighters on screen and keep the ships in close formation to gain a benefit from massing turrets. Then use any short range weapons to focus on taking out torpedoes. Seems like one of those forces if your not ready for you pretty much toast.
I have two blackstones but I have never used them in a game before. What was the outcome of the battle?
Overall it was quite a fun game. The blackstone is a beast, but too much of a beast for small points games. It's gotta be a fleet unto itself, which it's not really suited to doing. In a 2500 or 3000 point match it'd probably be much more at home.
Battleship with 8 launch bays & 6 torps? Which one is that? Have you played against the Armada Tau or Forgeworld Tau? And wich ruleset in that case?
But, yes, 1 fighter takes out any torp salvo even if that torp marker has strength 1000000.
Go on AAF! Jump his line, close as quick as possible. The Tau are horrible in broadside duels.
Forgeworld Custodian class. I don't really know about the fleet list, though.
I'm definitely taking more fighter cover in future (remember that my fleet was a joke, purely built around the Blackstone), and I've considered jumping him with a few Slaughters just for their raw speed. Barring that, a few Carnages amongst his fleet ought to cause some delightful havoc, too.
Quite a while ago this topic but I've had a few thoughts.
An interesting deterrant against this could be a few Daemon Slaughters. Park a Mark of Slanesh next to him and you stand a good chance of halting his reload orders or a mark of khorne combined with the slaughters speed makes an excellent boarding boat. Given the slow ships (I'm assuming from describtion) it should mean he remains within ghost range, or at very least not leave boarding range when the slaughter finally appears. Bracing has no effect on boarding actions other than give him a +1 bonus so its worth doing during the turn of immobility.
I wouldn't mass turrets against bigger waves (12+) mainly because you may end up adding another ship to your casulties as the torps smash through them as well given their close proximity.
At extreme ranges a voluntary move into or behind gas clouds gives you that 1 out of 6 chance of torpedos blowing up before hitting your ships.
Maintaining burn retros behind a asteroid field offers some protection if valid. Even with the turning angles of the torps a big enough aseroid field will mean they won't clip your ships base on the outskirts of the field.
Although I personally don't like playing this way, you could buy a couple of small iconoclast squadrons and have them all ahead full in the first turn. In bomber form, if you fly into them the whole squadron has to attack them, meaning good buy torps at the cost of one escort. Since the bombers can't turn into torps on the turn they lauch from their mothership, it gives you one turn to react.
Might be worth checking your friend is paying the right points for those torpedo upgrades. Also keep note of the torps burning out after a turn of movement. You probably already know this but I thought I'd add this in anyway.
Tau are an anouing fleet to play when using my fleet i tend to go heavy on nova cannons my first target is always messengers followed by ether there explorer/castodian with 4 nova canons pointing at things they tend to brase. I have no real counter for the torpidos apart form turn to port or starboad then all ahead full try and get past them then hopefully be in a position to broad side the main body of there fleet. Also if ure willing to risk more ou can take what Heiromyo said about astoriod feilds and take it one step futher by going though the astoid feild if you get stuck in it for one turn thats a turn they cant realy shoot at you next turn you can come out and creat chaos in your apoints fleet in the impreal fleet dauantless are good at this but the real masters are in the chaos fleet and there Slaughter class.
Torpido bombers can turn into torps the turn they luanch, I spent a long time checking about that when i was considering using them in a tournment they are deployed in the shooting phase then at the begining of any ordance phase they can be replaced with a strenth 2 salvo, it is dirty and fithy and increadbly beardy and saved my emoror a lot of escort related pain.