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Alright, several questions have been on my mind recently, some related to the outcomes of my games, others dealing with fluff, but the main naggers are as follows (BTW, I've only played six games or so, so bear with me).
Question 1- During the games I play, I seem to lose a large portion of my army. Even in games that I've won, the majority of my forces have been killed in the process. For example, in a five hundred point game against the Orks, all I had left at the end was my Shas'El and 13 kroot: My firewarriors had run off beyond salvation and my devilfish was immobolized and next to useless without it's SMS. I won because of surprise; He was not expecting thirteen kroot (11 hounds, 2 carnivores) to regroup after falling back (22 originally), then make a counter assault in a devastating wave of... Kroot. I forced back a unit of twenty orcs (7 afterwards), then jumped down out of the cover I was in and assaulted the other unit of 18 in the same fashion; Scoring an unheard of 20 wounds against the orcs on the charge before they could even counter.
He made two tactical blunders: One was charging the Kroot in the manner he did. Rather than coming as a block of troops he came as a sort of trickle, with very few making it into close combat and killing just enough Kroot to get us to fall back. We fell back just outside of his consolidate range, regrouped, and then charged back with all thirteen bodies (You can charge in a turn that you regroup a unit right? We were unsure). My point is, am I making mistakes, or should I expect to lose a large number of my army during a game?
Question 2- Against Tyranid armies that are heavy in Monstrous Creatures, with only moderate swarm back-up, would my usual set up of Three broadsides and two hammerheads be the most efficient? I realize it's easy to nullify the broadsides, but I've managed to keep them safe before by having devilfish ready to pounce on any fast units that make a run for it, and so far it's worked well. In order to dish out enough volume of wounds against Hive Tyrants/Carnifexes, would the Broadside/Hammerhead mix be the best set up for me or is there something I'm missing?
Question 3- Devestators. They've lived up to their name in the game I played against them. In a 1100 pt game (No, that's not a typo, I added up my army wrong so the other guy just added another hundred points to his army and said it was cool) he feilded two librarians with familiars, a whirlwind, and two squads of ten devestators, four with lascannons. I had two devilfish with six firewarriors in each (I was lacking sufficient armor for the intimidation 'oh crap Tau Tanks! Shoot them!' factor, so minimal squads with the fish seemed to fit the bill), three sniper teams, two shas'els, a railhead, and an ionhead. This was the first game where the Moving Fast rule really came into play (Against Carnifex heavy armies and Necrons it's kind of a mute advantage), and the railhead was the last unit of mine left at the end of the game, surviving four or five rounds (We had no turn limit, we play to the death at our store. Perhaps that's the answer to my first question?) of lascannon fire without suffering so much as a glance, until they finally brought it down. Sadly, the Ionhead wasn't so fortunate. It survived enough to fire it's weapon twice (MISSING all SIX ion shots!) before it was brought down. Now my question, against armies that feild such a large number of devestators and minimal armor would three ionheads be a better set-up? Or two ion-heads and a railhead for safety? I won't take my snipers again because they've figured out Fury of the Ancient-ing the spotter just works wonders on removing the entire unit with minimal effort.
Question 4- This is more a rules question, but since it's the last one that actually has any game implications I'd thought I'd ask here anyway. A unit is behind cover, such as a crater that's deemed size one terrain. There are eight models in the unit, and three of them are actually in said crater. If assaulting them from BEHIND (Not actually passing through the cover at all), would the unit still hit first as if the assaulting unit went through the cover? The owner of the store pulled this one on my dad, saying the 'crater was a fortified position, so they all counted as being in cover' or something which was total bull anyway, but the rules are so vague we couldn't argue with it.
So ya, there we go. Please answer my questions, and thanks in advance.
1. Some are bloodier than others, typically against Orcs your losses should be minimal as many of your units have a rather monstrous advantage on the greenskins. Just break out some hammerheads and make everything else firewarriors and I garauntee Orc players will cry you a river.
2. Broadsides are really your best bet if you are facing insane amounts of monstrous creatures largely because you hace few other weapons that can wound them effectively. If they don't take extended carapaces (ha, like that'll happen) ionheads aren't a bad choice, but weapons like plasma rifles have trouble wounding and pulse rifles just can't get by their armor. Railheads just don't put out enough shots to take out a raging fex, while an ionhead might, your ability to wound them won't be that great especially if they opt for the extra toughness. Tyrants are gonna be your worst enemy as they can be winged limiting you to 1 shooting phase tops which really hurts even though won't have the tough or wounds of a fex.
3. If your opponent wasn't using FoTA, I'd say sniper teams are your best defense against devastators as the random pinning checks will cause them to lose shooting phases and you can easily keep them at arms length, b ut if he likes the librarians, that limits your options. The only other good idea is crisis teams, but that generally involves getting close to a substantial amount of firepower. Tau just have few options to deal with this sort of unit.
4. The models actually in cover recieve I10, models not in cover fight normally.
Blais's Paint Studio-Getting broken armies good soft scores since 2009
For your dev problem I suggest fumigating with Kroot. Infiltrate them and turn on the fire power. If you are assualted you should be able to hold you own. Two squads of Kroot can be a beautiful thing.
I do suggest taking fire warriors as back up. Their shootiness knows no bounds.
Expect to loose Kroot.
Mastershake, read up on your kroot tactica, they can be a hardy little unit. (Kroot units little<LOL>.)
Proffessor, Just glade I could offer some useful advice.
Last edited by Lucy; October 5th, 2006 at 07:38. Reason: Reading the next three posts.
I make a point of never laughing at stupid people. They can't help that they're stupid, just as I can't help hitting them.- Aun'Vre
Kroot as a solution to devastators? Am I reading that right? They'll get obliterated before doing anything productive. If you get really lucky, they will draw your opponents shooting for a turn prior to running away. Without a shaper, kroot don't stick around too long, especially when staring down the barrel of four frag missiles and bolters in rapid fire range, conversely, you'd need about 20 Kroot to average more than 1-2 marines killed a turn. They'll be a brief intermission in the wholesale slaughter and unless you have a plan for that intermission, it won't really help you that much.
Blais's Paint Studio-Getting broken armies good soft scores since 2009
Actually, I like the infiltrating Kroot idea. Especially if you throw in some hounds to make them a real threat to the Marines with a higher initiative. All I really need is that one turn, just to make sure that my rail/ion heads are moving to get the moving fast bonus. And if they do fire at the tanks anyway, then they have some pretty nasty nastiness getting rammed down their throats. Kroots are nasty. And they survive surprisingly well for having a toughness of three and no armor. In the games I've played at least; People have poured fire into these units, and as long as they're in cover (not a problem, unless I want the suicide infiltrators) they'll stand up just a good as my firewarriors. I've infiltrated right up to a horde of Necrons, lasted two turns of shooting and was still strong enough to assault a squad of immortals. The Kroot did me proud that game.
I think I'll try it...
Tau routinely suffer heavy casualties in my experience; it's the combination of low-average leadership with a total inability to survive CC.
Against a Tyranid Godzilla list, 2 hammerheads and 3 Broadsides sounds about right. Broadsides have more guns but also the significant drawback of getting tied up in CC. Have the Hammerheads bodyguard the Broadsides from the gaunts/genestealers and make anything with Warp Blast a priority for the rest of your army.
Eight lascannons in two squads? No wonder you're having trouble. Kroot are the right idea for three reasons. One, they rely on cover saves anyway, which means they can save against lascannons; Two, devastators are as bad at CC as Marines get while Kroot are your best, and CC is what you need as that keeps them from shooting; and three, it's better to lose 8 Kroot than 8 of anything else.
Eight lascannons plus two FotD Librarians makes your opponent a powergamer in my book. Normally I'd hesitate to recommend 3 Ionheads since Devastators usually deploy in terrain but you obviously need vehicles to avoid leadership trouble--so I'll say go for it. I can't think of anything better. Try to take their cover saves away with markerlights, if possible.
If you really want to play with your opponent's mind, bring a Pirahna with a fusion blaster and nothing else. Turboboost it right in front of a Devastator squad. If he shoots it, it will be glancing-destroyed and leave a LOS-blocking wreckage right in front of that obscenely overequipped unit. A missed round of shooting or two for the cost of a Pirahna is not too bad, especially if you're waiting when he moves up. Once he learns not to shoot it, you can park the Pirahna right in front of the squad and blast away with the meltagun as he tries to ignore it for the next 5 turns. Fun!
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard