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hello guys i have o couple of questions. so i thught that i would drop them here. if anyone else has a question you may also drop i t here.
well first question is: is it legal to shoot at a unit calculate casualties and then go on to shoot with your next unit?
the next question is whether it is a good idea to make your fire warrior squads 6 man big? i mean if the answer to the first question is yes then i would be an large advantage in the shooting alone. but also in a small game like 500 points ( witch is what i am going to play) i will have the advantage og beeing able to spread my forces, and with the fw`s range of 30 inches that is a nice alternative to having to squads of 12. but is it a good idea?
also i was thinkin about broadsides, are they any good? as i see it they are fantastic! a str. 10 ap 1 shoot and the smartmissiles that gives it the opertunity to shoot 4 str. 5 ap 5 shoots around corners. thats very good in a 500 point battle. but what i was thinkin is. why dont i see a lot of armies use them?
To your first question: If you mean Unit A shoots Guard 1, and kills them all, you then have Unit B shoot at Guard 2 then yes. That's usually what is done.
To your second question: I've never personally taken squads of 6, but the smallest game I've ever played is 1000 points. If you think the smaller squads would help your playing style, then go right ahead.
And Broadsides are really better in larger games where you'll encounter bigger armor. In a 500 point game, grab a Hammerhead with Ion Cannon and whichever support system you'd like. It's the same points, but gets more shots off and cannot be killed by most small arms fire.
The Ion Cannon is nice, because it lets you go after the Armor you'll face in those sized games, and also has a fair amount of shots with good Str and AP to take down any troops you'll see.
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id say that this is pretty good advice, but im just curious how an ionhead is the same points as a broadside?Originally Posted by The Doctor
I am under the opinion that since tau have a very limited model selection (with the exception of customizable crisis suits). Each model fills a roll. (I just have to figure out what roll the damn krootox fit cause for the life of me I can't find a good way to use them).
I use broadsides when I facing a potentially vehicle heavy army. Iron Hands, Armored Company. Broadsides are just horrible at taking out infantry. OOO a 90 point minimum unit manages to pop 1 marine a turn. psshh. Broadsides for me are used ONLY to take out vehicles or a surprise CC w/ twin linked plasma (broadsides have pretty good survivability against squads that don't have power weapons, chain swords, or whatnot). I still take 1 or 2 hammerheads w/ rail guns against such heavy vehicle armies, but I don't depend on them. Hammerhead are fricking fire magnets. Now broadsides... Broadsides aren't as much of a threat as hammerheads are. That's why you put them in a good position and you pop vehicles, then you use them and pop important infrantry to whittle them away. At least that's how I use them. Therefore, I use hammerheads to run interferance and take pot shots as i reposition broadsides. Hate to use hammerheads for bait but it works if you have a slippery vehicle that keeps going into cover. After the opponent loses all his vehicles, He'll stop screwing with your broadsides for the most part.
Because of the reasons I listed above, broadsides are used on bigger games and lots of people don't like using them that much. They're stationary features -- movel turrets is what I like to call them. Hope this helps.
Let's just face it, whoever designed the krootox should be slain lolOriginally Posted by Casmicus
It is an interesting question about the squads of 6.
I'd say only do it if you had a plan. The plan would be to basically control your opponents movements to a certain extent. This would work if you had the numbers of suits (crisis and stealth) to attack the opponent as they moved towards each fire warrior squad.
I would rather stick to units of 12 with a Shas'ui. Much easier tactically.
The reason not to take squad of 6 is for moral and leadership reasons. With a six man squad. you hit your 25% and 50% loss numbers pretty quick. Plus, FW kill by volume of fire,, so the efficency of having them broken up further just sin't worth it.
I usually use 4 squads of 10, but that has more to do with the fact I have 40 FW than anything else.
yeah, but with 6 man squads, it involves whole different tactics. you don't care about moral, these guys are getting into combat and dieing anyway. they are a clever distraction. "OMFSM you have S5 gunz! Aaagh! Die!"
It requires a whole lot of thinking on the battlefield, right from deployment until they're back in the box.
Even in 500 pt games a 6 man squad of FW is going to be pretty stretched to achieve anything, given the fact you only have 6 shots (30") with BS3 each FW has a 50% chance of missing each turn. You also have to consider your troop choices at 60pts for a 6 man squad thats only 360pts for six troop choices who are not going to achieve much, and in bigger games 6 man squads are wasting half the available troop capacity.Originally Posted by Anders midtgaard
You can take 3 sq of 10 for the same points and they will kill more, be much more resillient, less susceptable to morale tests due to casualties etc.
For a 500 pt battle I would take 2 squads of 10 FW with Shas'Ui for 260pts, a HH with railgun and multi for 160pts and a Shas'el XV8 with plasma and missile pod for 80pts, thats 500pts exactly and it would handle most anything a 500 pt force could throw at it.
The HH is the most useful unit at this pts value battle as it can take out armour and then turn its attention to infantry with the Subs round, the XV8 is an IC so he will stay alive and the MP will do damage at range but if needed the plasma will hurt anything up close.
Alternatively take squad of Kroot (18 for 126pts) or split them into 2 squads of 9 they have lots of shooting (18 shots, 36 rapid fire with reasonable accuracy and strength), keep em in cover and they can handle a charge from most CC units.
I think the simple answer to your Broadside question is that HH are just plain better, they can have a multi tracker which means 12" move and still fire the main weapon, they are a skimmer which means they are hard to kill and they are versatile with the Subs round and option to take Ion as well. BS are slow can be insta killed, cant move and shoot and when they destroy the armour your left shooting units and killing one model with its Railgun.
Ah, but the Broadsides are cheaper, and have a better chance to hit. They have their place. My answer is to use both, witht the Hammerheads keeping the heat of the Broadsides, who actually make most of the kills.