Anti pod marines tacics? - Warhammer 40K Fantasy

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    Anti pod marines tacics?

    Next weekend im up against a marine player who fields an army made of pods (not really but still). Its a really nasty list that few have beaten so you have any tips for dealing with them?

    Heres what he usualy takes:
    Lysander+10 sternguard pod
    10 Marines Pod
    10 Assault marines pod
    10 marines
    10 Marines
    10 Assault marines


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    Adeptus Laziness Pixie's Avatar
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    *blinkblinkblink*

    Ehm... out of sheer curiousity, does he have any anti-vehicle weapons? I'm sure he must have some devestators, but... off the top of my head I'm thinking... well... vehicles?

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    If he's going straight up pod/deepstiking he may not have devs.

    I find Pod armies are always tricky for tau. Vehicles are indeed probably your best bet. Make him drop those pods and see if he can land shots (melta is the danger) that are close enough to make your day go bad, but if he doesn't you can try to scoot the heck out of the way.

    Heavy crisis suits run risks of getting mowed down early as hiding out of LOS is no guarantee.

    I've played a few games against drop pod list and lately I've tried just shoving everything in reserve. With half his pods landing on turn 1 I'm making him chose what he thinks he should do, and then capitalizing on mistakes or opportunity. Of course the big downside here is reserve rolls going poorly.

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    Quote Originally Posted by danmaytion View Post
    If he's going straight up pod/deepstiking he may not have devs.

    I find Pod armies are always tricky for tau. Vehicles are indeed probably your best bet. Make him drop those pods and see if he can land shots (melta is the danger) that are close enough to make your day go bad, but if he doesn't you can try to scoot the heck out of the way.

    Heavy crisis suits run risks of getting mowed down early as hiding out of LOS is no guarantee.

    I've played a few games against drop pod list and lately I've tried just shoving everything in reserve. With half his pods landing on turn 1 I'm making him chose what he thinks he should do, and then capitalizing on mistakes or opportunity. Of course the big downside here is reserve rolls going poorly.
    ^pretty much what he said!

    Worst thing that happened to me from a drop assault is my very expensive stealth marker squad (3 stealth suits plus 6 marker drones!) getting wiped out by droppin sternguards!!!

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    It took one game against Drop Podding Ironclads (and realizing to late they have melta, D'Oh!) that I'd rather risk getting reserve units slowly from turn 2 on than risk getting my tanks popped on turn 1, then dealing with a assaulting dread that none of my tau can deal with on turn 2. Not to mention sterngaurd or the lovely Vulkan flamer reroll doom he generally brings to the game.

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    No the guy im playing has no devastators but plenty of meltas and power fists. I do have quite a few tanks playing semi-mechanised, but those meltaguns are soo incredibly dangerous. Im probably gonna outflank with my Stealth team, if they get targeted by sternguard they are doomed. Problem is that the pathfinders and sniper drones has nowhere to hide, even pod assault marines can kill them with their bolt pistols....

    Im thinking maybe a refused flank? deploy my stationary units one in each corner of the depoyment zone and keeping everything else in reserves. Then when i see where the first couple of pods turn up ill hit m with as much as possible, or in the case of sternguard stay away and shoot them from afar.

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    Can you drop the sniper and the pathfinders for a game? Or is it a model limitation for points? Or do you just want to beat him with your normal list (which I'm prone to trying to do more often that not)?

    If it more of the later then probably the refuse flank would be possible. Use the snipers as bait and hope the stealth saves their bacon. I'd probably just outflank with the pathfinders as well to make him chose to either put his pods forward, or more central. Maybe terrain or mission will help you determine what to do.
    Last edited by danmaytion; March 26th, 2009 at 01:17.

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    Its more of the later, most guys at our gaming club (back in sweden) plays a single list against all foes. Its like a competition who can build the legendary "works well against everything list" So we rarely change our lists before games and if we do we let our oponents know. Nice tip with trying to trick them to attack central that way i can flank him with my reserves and hit him from several angles. Thanks pal

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    I generally play the same list as well, making occasional revisions to make it a better all comer list, even if I know I'm going to play a certain enemy. So kudos to your gaming group.

    I learned early on in 40k (the hard way) that making your opponent make tough decisions is one of the best ways to set the pace of the game. Again I nearly always find this to be critical for a Tau victory.

    Best of luck! Let us know how it goes.

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