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I'm sure I'm not the first person to hop on and ask this, but:
What the crap almighty are we supposed to do about the new Imperial Guard codex? My local store received an advanced copy, so I got a chance to peruse it and see what all the fuss was about. The result? They get massive amounts of new toys that fill nearly every battlefield role short of dedicated close combat. I cannot stress the scope of the "massive amounts" I mean. Also, they get AP3 and anti-vehicle all -over- the place.
So... emergency tactical advice, anyone? My store has already started to play with the new 'dex, and, as Tau, I'm dreading being -very- outshot.
Well, I would suggest pathfinders and hammerheads. Markerlight a unit and submunition the crap out of it using the markerlights to strip cover saves. I havent had to play against it yet myself but a guy at our store walked in and wiped out the whole stock that was there. That included 2 baneblades and 4 valkries. He had to have spent over 3k.
Havent really seen the new dex yet but once I start playing against an army, i'll provide more feedback.
With the presumable likelihood of more vehicles being fielded I can see an increase in the use of multiple Broadside units and Stealths. However, it will just really be like facing off against any other newly revamped army: learn its tricks and counter them, check our own codex to see what counter-measures are already available to us and perhaps redefine our own methods of play.
"Tau Commandment #226: Participants who use Velocity Trackers in the Tau Clay Pigeon Tournament will be disqualified"
Well, I'll say this... Seeing as the new codex is filled with literally a dozen or more ways to instakill an entire squad of battlesuits with a single shot, my first impression is one already mentioned: markerlights and railguns, probably in the form of Pathfinders (a unit I have come to love) and Broadsides (a unit I never went crazy over, but should probably use more). AV14 is a pain, and the myriad variants of their new vehicles, combined with plenty of upgrades, should prove to be a significant challenge. The Vulture Gunship's Triple TL-Lascannon setup is going to be a problem, too. Combine AP3 drop-troops, the ability to use "Orders," and significant artillery with 2+ cover saves when positioned correctly and we're in for a doozy. One thing I have noticed, though, is that they retain very poor leadership, and, if I have read correctly, they no longer get to use Voxcasters to up LD to the commander. Seriously, they actually have LD 5, 6, and 7 units. Only Commissars make up for that, but they're vulnerable to wound allocation. Thoughts? I'm thinking AV weapons and craploads of pinning (which is the way I like to play already, so maybe I'm fretting for nothing...).
They're not that dangerous. A vast majority of the "new" tanks are also only avaliable through Forge World, so it's not like you'll see them everywhere. The tanks are also expensive and the non-Russ variants have paper armor.
Simply use your Railheads, Skyrays and Broadsides to take them down like everything else. Deep Strike with some suits (or heck even Drones) and you'll pop their tanks with ease.
Their troops are not that amazing either, they're basically the same. The Stormtroopers are expensive too, the same cost as a Marine, so bringing them cuts down on other things.
All in all it's just another scare from the "new codex" that always happens. Once you sit down and look through the Codex thoroughly you'll understand that most of your fears are exaggerated.
"Luck often enough, will save a man, if his courage hold".
Lots of anti-horde and anti tank, depends on your enemy. I'm about to invest in 3 Valkyries a unit of IG and a Commissar Lord to go with my 6 Leman Russ and unit of IG. Yeah I can fit all of that in a 1500 point list now, I'm not kidding and it is legal (in fact if I don't give anything any upgrades it comes to 1410, granting me 90 points to work with). Obviously against an army like this the first turn will make or break the game. Either you try and take out all my armour, or you are faced with around 12 templates (depends on which type of Valkyrie) on the first turn, all S8. Who goes first makes a biiiig difference and expect to get a few beatings before you come to a better understanding of how the new Guard work so you can counter.
Good luck, I've been waiting for Armoured Companies to be legal for the last 6ish years of my life, and they finally are, so no doubt I am finally going to run that army.
As an additional note LR BTs, LR Eradicators, and LR Demolishers seem to be the only LRs anyone will really field. The Punisher is horrid. Most people would rather have a Hydra than an Exterminator, and people seem to be more interested in the Eradicator than the Executioner. Which is silly to me since the Executioner is the destroyer of Terminators.
As an additonal note: If you are going up against missile toting Valkyries then you want to destroy them BEFORE they fire those missiles. After they do they have served their purpose. They are only AV12 so you can pull it off, but the moment they fire (and some people will be firing both at the same time) then they are no longer a primary threat (Vendettas are 1 shot with a twin las, and who even pays attention to Multi-laser shots?). So after you have destroyed them (and hopefully any cargo they are toting) destroy enemy tanks. This is assuming you are going against a player like me, if someone uses a different play style then what you need will be vastly different.
*nods* Again, good luck, and if you or anyone you knows finds a way to easily defeat an army like mine then tell me, I want to pass it on to other gamers in my area. After all what fun is winning every battle by playing a super hard hitting highly fluffy army? I want people who will give me a challenge so I am advising anyone I can on how to combat the Guard.
A youth with his first cigar makes himself sick; a youth with his first girl makes other people sick. - Mary Wilson Little
If my Rail Guns don't hurt them, the Kroot will
10 Kroot with 5 hounds would put up a hefty 45 attacks on the charge against your Russes would certainly put more than a dent in it.
That is although, if all else fails
how about not worrying about it?, the basics of the army have NOT changed at all, its just those basics have been given a little very well deserved boost, as Tau you still outmaneuver us, you still out range us basic infantry wise, and can still field plenty of troops to last a battle, so stop worrying so much like a marine player
Whats the range on all these str 8 template shots? Does anything in their aresenal have greater than 48" range?
oh and hellstrikes are str 8 too, with a 72" range