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 1750 Tau Empire

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Marc
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PostSubject: 1750 Tau Empire   Wed Dec 10, 2008 6:29 pm

Per request, this is what I'm rolling with nowadays. As always close combat sucks for Tau and for me its all about disposable Kroot. Similar to my White Scars, this force can get we wins but not massacres and draws instead of defeat. I basically know what I'm gonna get after deployment and the risk/reward is just not there to swing a tourney opponent. Maybe its time I stop playing nice (eh, Matt..) Laughing

HQ
Shas’o [Plasma, Missile Pod, MultiTracker]
Shas’o [Plasma, Missile Pod, MultiTracker]

Troops
Fire Warriors [6] Devilfish [Decoys, MultiTracker, Pods]
Fire Warriors [6] Devilfish [Decoys, MultiTracker, Pods]
Kroot [12]
Kroot [12]
Kroot [12]
Kroot [12]

Elite
Stealth Team [4]
Stealth Team [4]
Stealth Team [4]

Heavy
Hammerhead [Railgun, Burst Cannon x2, Decoys, MultiTracker, Pods]
Hammerhead [Railgun, Burst Cannon x2, Decoys, MultiTracker, Pods]
Hammerhead [Railgun, Burst Cannon x2, Decoys, MultiTracker, Pods]
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Sexiest_hero
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PostSubject: Re: 1750 Tau Empire   Wed Dec 10, 2008 8:35 pm

Why no crisis suits? JSJ always does a number on me.
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JMarv
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PostSubject: Re: 1750 Tau Empire   Thu Dec 11, 2008 6:18 am

JSJ got hurt with the reduction of area terrain. Now there aren't as many pieces of terrain they can hide behind.
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JTPitt
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PostSubject: Re: 1750 Tau Empire   Thu Dec 11, 2008 8:16 am

How do you deal with MEQ armies. Don't you have a tougher time dealing with them do to a lack of strong enough guns?
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Affliction
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PostSubject: Re: 1750 Tau Empire   Thu Dec 11, 2008 2:50 pm

In my experience to beat a MEQ army its all about volume. Usually high powered rounds shoot less and therefore with the to hit roll cause less death dealing damage. On the other hand volume over the course of the game will pay better dividends.

Now I know nothing about Tau so not sure if Marc's army has lots of shooting, but just wanted to give my take on how to beat a MEQ army.

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JMarv
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PostSubject: Re: 1750 Tau Empire   Thu Dec 11, 2008 4:08 pm

Wins but not massacres,

Draws but not defeats.

He doesn't have enough firepower to wipe a whole army of MeQs from the board most likely, but he has enough firepower and speedbumps to keep them away from his objective and can also move away while shooting very easily. Also with all that speed, last turn objective capturing and contesting is easy.

Can crisis suits move, run and then get their assault move, giving them 13-18 inches of movement in a turn?
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Marc
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PostSubject: Re: 1750 Tau Empire   Thu Dec 11, 2008 4:20 pm

Sexiest_hero wrote:
Why no crisis suits? JSJ always does a number on me.
In my opinion, the abundance of 4+ cover saves coupled with true LOS has killed the JSJ. Everyone tripped over themselves to nab non-overheating mobile plasma to make a mess of all those MEQs and then hop out of sight. Enter 5th edition and exit JSJ..

JMarv wrote:
Can crisis suits move, run and then get their assault move, giving them 13-18 inches of movement in a turn?
Yes

Chad wrote:
In my experience to beat a MEQ army its all about volume. Usually high powered rounds shoot less and therefore with the to hit roll cause less death dealing damage. On the other hand volume over the course of the game will pay better dividends.
Indeed. My Stealth Teams each put out 12 S5 shots per squad. They are like little mobile Heavy Bolter pill boxes.
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JTPitt
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PostSubject: Re: 1750 Tau Empire   Thu Dec 11, 2008 5:14 pm

Here's the thing, you have BS of 3 and an STR of 5 and an AP 5. Yes I understand at the end of it you are technically killing the same amount of people as a Marine. If you were to add some nice marker lights in there with a squad capable of laying down instant kills except to specialized gear they can make up their cost easily.

I figure if you can get at least 3 marker lights on a unit then you can at least increase your chance to hit really good and then with the STR you are doing above average. Now because you have AP 5 they still get a save, excluding cover saves out of this line up. With the slightly higher powered weapon with the ap3 you can negate the save and worry about stripping cover saves and be all the better. In my case I need accuracy over volume because I need something that makes me feel like I am hitting and not where I can wipe out a ton but at the end of the day get caught up by someone cause while I laid down lots of fire the dice went against me.
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Marc
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PostSubject: Re: 1750 Tau Empire   Thu Dec 11, 2008 5:18 pm

Redundancy usually wins over necessary reliability in my book..
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JTPitt
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PostSubject: Re: 1750 Tau Empire   Thu Dec 11, 2008 5:23 pm

Redundancy only works if the dice work in your favor. I don't care how much fire power you lay down, if you can't hit worth a crap it aint gonna matter how much you laid down. Don't get me wrong I understand what you are saying and you are a winning tau player where I have only won a handful of games if that. I just started this new list to try to see how well reliability works versus redundant. I was going for as much firepower myself but found it was never enough. I would love to get a game together.
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Marc
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PostSubject: Re: 1750 Tau Empire   Thu Dec 11, 2008 5:29 pm

The dice will work in your favor as long as you have a large enough pile to toss Laughing

I'm not saying either way is right or wrong, its just that I've found a force that will perform as I need it to and pretty much when I need it to... though Infiltration can be tricky, but I have 4 rolls to get it right.

PM me for a game Jon. We'll both learn a bunch I'm sure..
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JTPitt
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PostSubject: Re: 1750 Tau Empire   Thu Dec 11, 2008 8:59 pm

PM Sent Marc, Hope to get a game soon. I think it will be a blast, and you will see what I mean about my dice lol.....
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Marc
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PostSubject: Re: 1750 Tau Empire   Thu Dec 11, 2008 11:18 pm

Cool.. loser buys the beer for the rematch drunken
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Makari
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PostSubject: Re: 1750 Tau Empire   Thu Dec 11, 2008 11:31 pm

Yotta quest on sunday it is!

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PostSubject: Re: 1750 Tau Empire   Today at 5:31 am

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