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Discussion Starter · #1 ·
I was wondering if anybody knew some good anti-marine tactics. I need help beating my friend's marines (with a squad of terminators) with the tau. I know I can out-shoot them for the most part, but can anyone explain to me some of the weaknesses of Space Marines?
 

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Kill their transports then they are finished.

Take Plasma Rifles on your crisis suits (AP 2, 2s to wound)

Terminators shouldn't be a problem if you have Plasma Rifles.

Worrie about bikes, assault troops, and other fast units. Watch out for whilwinds.
 

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Discussion Starter · #3 ·
My plan was to have all my crisis suits with a missle pack, plasma rifle, and multi-target, but should i get twin linked plasma and hardwire the multi-target? I'm afraid of the termites :blink: :ph34r: Glad he doesnt have any whirlwinds yet =P
 

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Try to get as many plasma rifles as you possibly can in your army. Broadsides w/ plas. rifles can also do you good.

I can't wait to finish my own Tau army, and watch my friend's librarian get blown off the table, leaving nothing but a pair of smoking boots ala railgun.
 

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As stated above, plasma rifles are marine killers. Missile pods also wound on a 2, and can punch holes in their vehicles pretty well. The best thing you can do, though, is Fire Warrior teams. True, the marines get saves against them, but you get a free turn of shooting before they are in range, and even marines will fail saves if you force them to make enough.

Remember that your S5 Pulse Rifles can hurt light vehicles, too.

Another favorite trick of mine is to load a squad in to a Devilfish, half of them with Carbines, run up, dump them 18" from an enemy unit, fire, pin the unit, load back up, and run. It's a nasty trick, and I've scared off quite a few assault squads with it.

Also, Two Broadsides with Shield Generators (180 points) is a really hard unit to dislodge if they get into a good firing position. I watched as one of them held off a pair of Daemonhosts for six turns yesterday.

Markerlights and Hammerheads will also become your best friends. Any unit that just disembarked from a vehicle and didn't assault (oops) is fodder for these guns, as it any unit trying to hide behind a tank.
 

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Also I have two crisis squads in my 2000 pt army one unit is like what everyone else has said, plasma rifles and missile pods. But my HQ is plasma rifles twinlinked for the bodyguard and fusion guns. When you get within 12" this units can unleash a world of hurt on termies or whatever. Thats 6 plasma shots 4 rerolled for being twinlinked the other hits on 2's and 3 fusion gun shots. Thats 9 ap 2 shots. Have the unit backed up with another crisis squad or even firewarriors to weaken them up a little. Stay as close to 12" as possible too making sure you can jump back out of charge range if anythings left from your onslaught.
 

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I just thought of a really nasty idea, give a shas'vre or even your shas'o a twin linked plasma rifle along with another plasma rifle, wouldnt that be sick!
 

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termies just aint that powerful
u put enuf shots into them they will die
rapid fire pulse rifles any one?
 

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Originally posted by Vulture@May 20 2003, 00:10
I just thought of a really nasty idea, give a shas'vre or even your shas'o a twin linked plasma rifle along with another plasma rifle, wouldnt that be sick!
Couldn't. You can't occupy three hard points with the same weapon. But dammit, would that be good.

It's a shame you have to t/l the weapons. Two Plasma rifles w/ 2+ to hit on a shas'o would be the equivalent of a t/l plas. rifles on a regular crisis suit. 'Tis a damn shame.
 

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yeah i forgot about that rule, that would be nice though. (hehe but if you are ever playing someone that doesnt know tau ;) )
 

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Originally posted by Onion+May 20 2003, 18:28--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td>QUOTE (Onion @ May 20 2003, 18:28)</td></tr><tr><td id='QUOTE'> <!--QuoteBegin--Vulture@May 20 2003, 00:10
I just thought of a really nasty idea, give a shas'vre or even your shas'o a twin linked plasma rifle along with another plasma rifle, wouldnt that be sick!
Couldn't. You can't occupy three hard points with the same weapon. But dammit, would that be good.

It's a shame you have to t/l the weapons. Two Plasma rifles w/ 2+ to hit on a shas'o would be the equivalent of a t/l plas. rifles on a regular crisis suit. 'Tis a damn shame. [/b][/quote]
And if you could do that imagine when you rapid fire. :D
 

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HEY! Everyone seems to forget commander O'Shovah. He is a space marine murderer. What I do is I send him hurtling towards the terminators(he usually takes out atleast half) My fire warriors take out the tactical squads and devastators usually. My stealth usually easily kill bikes in a combination of shooting and CC(I gave them the Ork fighter upgrade). And my broadsides take out the transports very easily. O'shovah may have his drawbacks, but he is worth it. I think he could be the best special character in the game.
 

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I know Shaslmudd kinda said this, but i will elaborate

marines depend on thier saves...
to wipe out just about any marine squad I just take two Shas'os HQ with two body guards each... the leaders have plasma rifle, fusion blaster, multitracker and 2 HW shield drones (can take invuls for the others)... the bodyguards have twin-linked plasmas, fusion blaster and HW multitracker.... run both squads up (or wait for them to come) to a marine unit so that they are within 12"..... you get 2 shots plasma and 1 fusion from each suit... 6 suits = 18 no armor save shots.... then you run away in assualt, if possible, so dont get into hth....

These HQs are a must againts marines for me....

if you got alot of points you can take 9 suits in elite...

Each squad has: team leader, with twinlinked plasma, fusion blaster, HW multitracker and 2 shas'ui with fusion blaster, plasma rifle, multitracker... rapid fire them

6 + 9 suits = 15 suits x 3 shots = 45 no save shots each turn...

plus you can destroy vehicles with any of the squads........ i played this and usally, they kill thier points cost...

you can add two kroot squads and have a complete army at around 1600 i think with all this...
 

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I guess the space marines only real weakness is that every single one of their units is a major point investment, if you're playing a small-mid point game. This means if you can make an anti-termie squad, then you have yourself an advantage. By getting a squad of 3 crisis suits, with 2 gun/shield drones (to avoid laz-cannons and such), one fusion blaster and one plasma rifle each, you have a squad that can shred a squad of terminators by firing 9 ap 2 shots, and is a bitch to take out.

Just don't let your friend get an assassin. God damn bastards deep strike without error, have a 4+ dodge save, ignore all saves, even invunerable, can jump back from battle, shoot, and charge back in every turn. Cripples broadsides without error.
 
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