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In a recent game I played against a shooty Space Marine army, and he had only one cc squad, and that was chaplain led 10x assault squad. We played a decent sized table and such, with cover. The problem is that assault marines move extremely fast~, and my crisis suits can't fly away in time to not get pounded -> consolidated -> move -> charged again.
My whole army just got totally wrecked by his assault troops, and once he had no more units to charge, i had the chance to wipe out the squad... leaving me only my vehicles to die by lascannon shots. What do you do to deal with them? I mean ofcourse shoot them, but what if you cant.. because they are hiding in area terrain..
heh my area of expertise.
if you play static tau then yah....no duh.
some things I would do:
have kroot intercept squads ready. (huge ones...they are to stall...and whittle down the squad maybe but don;t expect to win combat)
the new vespids with their Ap3 shot weapons and high Initiative in combat are good if you get the charge.
the other way is to have a very mobile army of stealth suits (like 3 squads) spread out over the field so that they can all give supporting fire to another but if one gets assaulted the others are at no risk from a consolidate move.
Last edited by Zephyr_the_AzureWind; March 20th, 2006 at 06:28.
Raven Claws Space Marine Chapter........2500 points
Waagh Rotskrag (in building process)
Member of the Fluffmaster Clan
An obvious but pricey answer would be to get devilfishes for anything w/o jet packs. However, I'd recommend getting several drones for each crisis team. The rules force assualting units to attack the drones first. So hopefully they'll waste most of the attacks and you might be able to get in some of yours and win on attrition. 35 attacks vs. 6 drones
23 hit, 15 wound, 7 pass
This is a bit optimistic, but it will at least enable you to strike back and kill some marines.
Last edited by MoosieFate; March 19th, 2006 at 23:31.
If the stealths get assaulted they and any drones with them always have cover, so SMs can only hope to strike simo if they have frag grenades.
The Tyranid torpedo? Its a giant facehuger cannon. It fires an army of facehugers at the other ships. It should cause fear.
I use 2 FW units set up at least 10" apart, more if possible (upto 18") I put a unit of Kroot in cover as close as possible in front of the FW units (obviously available cover dictates positioning of Kroot and FW), I also have a unit of FW in a Devilfish as mobile back up and the DF is also usefull as a blocking tactic (drop it in front of a vulnerable FW unit).
I counter attack any unit that gets into CC with a FW unit with the Kroot, this is usually enough to put a stop to an assualt or at least keep the assaulting unit tied up in CC as either the Kroot or FW will survive to keep the assaulting unit in CC
If the assualt carries on for a few turns this gives me enough time to redeploy my forces and bring XV8 suits etc to bear on the asualting squad when the CC is finished.
The key to stopping assault rampage is to keep the assaulting unit in CC for a few turns and prevent a massacre and overun into another unit, if this stepping stone sequence can be prevented, the assaulting unit will be left high and dry in the Tau's zone with lots of firepower coming there way.
This is how I deal with CC units by interupting the CC/consolodation sequence, by using the Kroot and/or the DF FW unit.
Also the Kroot in cover will tend to deter a lot of players basically because the amount of shooting they can put out and their CC prowess when in cover and sheer amount of attacks when charging (counter assault) will mean any assualt is risky for most standard assuat units.
hmm yeah I guess that is my fault, I didn't have any kroot at all in my list... maybe I didn't pay attention the speed of the assault marines. So I guess now I know that kroot can provide as a great asset in stopping those darn assaulties >