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every battle i have i seem to lose at least 1 tank...usually to to some poor ranged powerful weapon like a plasma gun or those things that wraithguard have.
i realise that is usually down to poor positioning or overconfidence but now its just getting beyond the pail.
last night i lost 2 hammerhead's....both to grim reapers, and 2 devilfish....both to wraithguards stupid weapon (this was due to me not quite realising how tough those guys were as i watched my burst cannons and SMS harmlessy bounce off!!!)
things that annoy me are:
if im moving my tanks over 6" and penertrating hits get down graded to glancing why don't glancing get down graded to nothing
why can you kill a tank in one shot but you can hit another figure and he has wounds and saves and cover saves and invunrable saves to choose from.
it just seems to easy to kill a tank to me.
my mate had a wraithlord last night and i killed it in one turn....it took me the railgun on one hammerhead and both the railguns on my broadside.
my mate hits both my hammerheads once with a dark reaper and destroys them both. my mate shoots his wraithguard at my devilfish and scores a couple of hits and its gone.
i just wanna know if im doing something wrong with the rules or its just my overconfidence when i've got my mate on the ropes to move in for the kill.
If you are worried about the reality of the situation, popping light to medium tanks/armoured vehicles in real life warfare is generally pretty easy with the equipment available to decently equipped and trained modern infantry.
There's a reason why my mate, when he was in the Australian light cavalry, called his tank an armoured coffin - if there was a firefight, his APC would be ripped apart. His job was basically to get in, drop off the crunchies, and then get the hell out of there!
Another thing, it really is just a game you are playing - so perhaps you should re-consider your tactics? Or just be more ready to simply sacrifice your vehicles in order to secure your goals for the mission?
Perhaps you should try and hide your tanks until the really crucial moment? This also depends upon how much terrain you are using.
Essentially, one hit destruction is the problem you face when using tanks in 40k. On the other hand, the ability to move and shoot all those lovely heavy weapons balances that out, so it simply comes down to how you want to run your army.
"Pickles, the drummer, doodily doo. (Ding-dong, doodily, doodily, doo.)"
Also, you should google "garfield minus garfield". Awesome.
both to wraithguards stupid weapon (this was due to me not quite realising how tough those guys were as i watched my burst cannons and SMS harmlessy bounce off!!!)
It sounds like your using your Hammerheads secondary weapons (burst canons or SMS) purposefully to kill these models I/E getting close to purposefully use these weapons.
Big, big, big, big mistake, you should never ever be using these weapons purposefully, the Hammerhead has one massive advantage a long range railgun that fires an infantry killing round (submunnitions), there is never any need to get close to any unit to need to use Burst cannons and I also advise against taking SMS why? because it leads to the temptaton to get within 24" to use them and like I said the Hammerhead should never be that close intentionally.
The perfect load out for a Hammerhead is railgun, burst cannons, multi tracker and decoy launchers.
Railgun for the range and power, use both ammuntion types available (I use the Subs more than the solid shot).
Burst cannons, cheap and should be aiming to NEVER use these intentionally, just think of them as looking good.
Multi tracker, this is a must, if you ever take a hammerhead without one (and thats anyone) you should not be playing Tau, thats how much of a must these are, they allow you to move 12" a turn and still fire, this is more important be than just the ability to fire the gun. It allows you to respond fast to any unit threatning the HH (I/E get away fast), it allows you to claim the skimmer downgrading penetrating hits to glancing rule benefits and also allows you to stay at maximum range as long as possible.
Decoy launchers, allow a re-roll of any immobalised hit, seeing as immobalised results in destruction for any moving skimmer, then a re-roll is always invaluable.
If you follow this basic build and follow the golden rules:
Never get close enough to use secondry weapons
Stay at range
Use the subs for anti infantry not the BC or SMS
then you should be ok, also deployment, remember you have a multi tracker, so deploy behind cover as far back as possible and use the 12" movement to gain LOS.
Also penetrating hits downgraded to nothing, c'mon thats just wanting the moon on a stick, way to overpowered, skimmers are tough enough already, can you imagine Eldar skimmers with that benefit.
Hope that helped
Great post rikimaru... as per usual...
xsickpeoplex, he is right, it's all to do with how you used your tanks, they aren't overly vulnerable. Wraithguard and fire dragons are 2 of the single best units in the game for taking out tanks and if you willingly let yourself get anywhere near them, you've made a huge mistake. Another thing, how did you loose hammerheads to dark reapers? Did you show him your back armour or something? Because ordinary reapers can't hurt hammerheads, only the exarch with missile launcher can touch it and even then he's glancing on 5's and 6's... not brilliant odds if you think about it. Hammerheads have a huge range so they are never required to get within 12" or 18" of wraithguard, often it will be your range, not your armour that keeps you alive, also, try to keep your vehicles hidden from what threatens them but still able to target something squishy, position them on an angle behind buildings out of line of sight of the enemies anti tank but in line of sight of their troops.
With tau, you generally don't do an awful lot of 'moving in for the kill' the fish of fury tactic involves getting close to enemies for rapid fire with fire warriors out of a devilfish but I wouldn't dream of FoF'ing a wraithguard squad because it means certain death, tank goes boom, banshees assault... the end.
Wraithlords are very tough but if you think about it, that's about it, you can usually (not always) safely ignore him for a couple of turns and focus on the more vulnerable troops because he is so slow, he isn't likely to ever get in combat with you until you are ready to kill it. All it has is 1 heavy weapon (or maybe 2 now... ) so if it has one (or none) then you should be able to priorities other things first as what the wraithlord is best at is sucking up firepower, it is a great fire magnet because it's so large and intimidating it makes people want to shoot it but the shooting usually has little effect because it's so tough. Perfect really. Deny it the fire magnet role and it has become a waste of points, it is unlikely to make it's points back without getting into combat or using it's flamers.
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Just want to point out one little item from Rikimaru's post concerning the Decoy Launchers: these do indeed allow an Immobilised result to be re-rolled, but ONLY when that Immobilised result happens on the Glancing Hits table. Not the Penetrating Hits table. See P.30 Codex: TE, last six lines of "Decoy Launchers".
Although your skimmer should always have been moving >6", there will be times when it is stunned. It is then that it could be penetrated, and should you then receive an Immobilised Result you *cannot* re-roll it. Same for combat: all hits can be penetrating ones.
This is why Disruption Pods can be so essential to a Hammerhead; in Turn One, you can be penetrated if you fail to get to go first. Then you have the inevitable storm of fire to try to disable or destroy that Railgun-carrier throughout the game. A Stunned result will have you at the mercy of penetrating hits unless you spend a paltry amount of points for DPs, which could protect you. They do not of course protect the vehicle in a combat situation.
Last edited by eiglepulper; April 21st, 2007 at 18:44.
"Tau Commandment #226: Participants who use Velocity Trackers in the Tau Clay Pigeon Tournament will be disqualified"
also broadsides only get one shot, not two, because the guns are twin linked. so you couldn't use "both" railguns on your broadside.
Turtles For the Turtle God!
Shells For the Shell Throne!
then in the fifth turn he hit me again with his exarc and secored another hit and another 6 on the glancing hit table.
totally lucky i know but i shouldn't put my HH's in a position were they should even draw that fire!!
i'm glad to see that its me doing things wrong tahts the problem. you know its never gonna happen again!!
LBM, i had a squad of two so they were both laying fire down with their railguns...
i have never used em before and i've got to say they are very effective at keeping people out of say a central fire lane. after two turns of things getting hit by boradsides twin railguns they tend to stay pretty clear of them!