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sure we have railguns for long range, plus plasma rifles on our suits. But how do you deal with an army with lots of 2+ saves? My friends have started to spam the terminators and oblits into there lists and i lost my first game with tau yesterday vs chaos. Maybe it all came down to not killing the lash dp on one wound with 3 railgun shots, 4 plasma and 8 mp shots, draining the ap away from taking the oblits down early enough.
You almost answered your own post. Yes, you should use humble pulse weapons to kill Daemon Princes (they actually aren't much more durable than a Marine) and save the good AP for the heaviest armor.
In the new Chaos book, the only models with 2+ saves--Termies and Oblits--are very slow. A deepstrike may be messy for you but you will have mobility after that. Unless your opponent is running a Predator, Vindicator or Land Raider, I would task the Railguns for Oblit-hunting for the instant-kill.
Against an army built around 2+ armor...well, all I can think of is lots of suits. They're the only source of low ap apart from Pirahnas. You can adopt a checkerboard deployment pattern to make deepstrike risky for him but a smart opponent won't do much of that anyway.
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard
That's the exact reason I take two Shas'Os (well one reason anyway) with plasma,missile pod and fusion blaster.
It gives you 6 AP 2 shots at 12" that hit on 2+ and wound on 2+. I generally fire these last and hope to Instant Kill any characters with the Fusion Blasters.
Mirage Arcana Podcast
The "A Smart Player Will..." theory is a complete paradox. If we make an assumption that everything we do is outsmarted, then theoretically we can never win.
list had 2 shas'el with plasma, missilepods and targetting array plus 4 suits with the same, plus 2 broadsides and a railgun hammerhead. Probably just chalk this one down to luck of the dice, and give them another shot at it
Helios or Sunfire (is that the correct name Skarsgard?) commanders are always good for TEQ as well as the Burning Eye for Elites choices. Helios has Plasma/fusion (duh!), Sunfire has Plasma/Fusion/Missile Pod (a commander capable to do almost everything, more expensive then a specialist Helios or Fireknife though) and Burning Eyes have twin linked plasma (the best suit IMO although it is highly specialized for an anti MEQ/TEQ role).
Another way to deplete the effectiveness of TEQ is to ignore them. The Tau have the luxury of being able to out manoeuvre almost anything (especially slow moving TEQ). Furthermore, it is likely the TEQ are merely a "soak" unit used to waste shots better spent elsewhere (for instance, that raptor unit closing on my Deathrains or that rhino packed with spikey occupants). Think before you shoot: What is that unit going to do next turn? Can I do something that will reduce it's effectiveness without using enormous quantities of shots? (ie. charge it with kroot or leave it with no targets) Only after carful consideration should you alocate your targets and open fire.
Plasma Rifles. they never fail when placed in the right hands ;Y