Getting My Arse Jumpled - Warhammer 40K Fantasy
 

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  1. #1
    Senior Member Vaughn's Avatar
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    Hello friends, Tau, veyr crazy mont'ka people. I need help, I always loose to the space marines, and the orks. I hate it terribley. And only yesterday I found out about Tau jumppacks. Any strategies versus these foul meatie bleepies? And if not, waht about Orks! THey scare me! I hate BattleWagons! I also hate those guys with shootas! HELP ME!!

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    Senior Member slackerhauk's Avatar
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    For space marines I take alot of crisis suits plus hammerheads with Ion Cannons are perfect for'em.
    <a href="http://www.liquidgeneration.com" target="_blank"><img src="http://www.liquidgeneration.com/quiz...link.jpg" border="0"></a>

  4. #3
    Senior Member Vaughn's Avatar
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    Why Ion cannons? You drop sumbunition shot, strength of 10, and range, and only get 3 shots in return? Whats the use? Also not very good AP.
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    well fellow dude..

    The Ion Cannon is act. very fine

    it is a lower point cost and you get 3 shots at AP 3.. its damn well for killing SM!!
    thats why!

    Third OUT

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    Senior Member Squirrel's Avatar
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    Yeah. Point is, AP1 or AP3 is the same against SM saves. Ion cannons just ruin SM days, like Eldar starcannons. Submunitions are useless against SM. Against Ork, however, railguns rock. Submunitions for Boyz, and Railgun shot on battlewagon.
    OMFG1337!!!!111one

  7. #6
    Member Splan's Avatar
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    Yup, Ion is the best thing for the points against SMs.
    If you have a Railgun, your opponent will spread his squads out and minimise the effectiveness of the template (at least that's what I'd do). Also power armour will get a save against the submunitions. Boo.

    Railrifles are good too, I'd advise getting all 3 for the Pathfinder units. Wound 'em on a 2+ and no save, lovely. You can even use the rest of the squad (with markerlights) to help them hit.

    Switch broadside SMS for Twin plas (only 10 points) and get as many crisis with Plas as you can possibly muster.

    Seeker missiles will do the job too at a pinch. May seem like a waste, but one marine is 15+ points and the missile only 10. The maths is on your side!

    The only problem is, you will have to kill a lot of them cos' they won't break and stay broken and one or two of them will still waste your units in CC (even kroot). Concentrate fire wisely and make sure you put enough shots in to kill all of them.
    Do the things

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    Yeah Ion gun is your best bet for mass killing of space marines. However, I would strongly suggest keeping broadsides (Oddly enough I have found people who don't take them gasp.) Anyway, you also want to take alot of firewarriors and crisis suits, I have 3 crisis suits (including my hq) and 6 stealth squad. I find 18 str 6 shots to be very usefull against the damn marines. Also kill their rhinos first. Always a must. Secondly aim for devistator squads or land raiders or the such. Taking out their hvy weps will allow your hammer head to rain doom upon them freely. However watch out for termies or marines with powerfists. Once ya make them hoof it to your troops it turns into a blood bath with all your firewarriors raining super heated death apon them. Also I take an ethreal, and firewarriors with photon gernades(been a while since i played but the nades that disallow additional charging attacks.) But when the marines finally get within charging range fire as much as you can, and if the sm player knows you got nades he will prolly shoot you first to kill some of your men off before he charges. Well you want him to shoot your units, and you WANT him to kill atleast 4 or how ever many it takes to get them to make a ld check. Heres where ya get alittle cheesy but it works in the Tau fluff. Have your units run, roll the ld check and if they pass well use eth to roll agian. Get them to fall back. Well guess what? your guys are out of charging. Next round if they are bonded poof they are back and just turn them around and rain rapid fire death upon the marines.

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