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[DC 1.1] For the Greater Good - Tau Tactica

  1. #301
    BlackenedSky
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    Quote Originally Posted by Jarso
    One tactic that I've been using regarding the AV at tier 2 is to mass Devilfish and use the pathfinding intelligence of the Dread AI to bugged, basically I park FW/PF in the back of a bunch of devilfish and use the FW/PF to attack the vehicles, while my Devilfish pound on his infantry, if the Dreads tries to go for my infantry I stood a Devilfish in the middle blocking his path, so he turns around and tries to find a new way so I stood other Devilfish, it works sometimes, and some times no, but is really bad that every time I choose to play against and SM they rush for Dreads, the FW/PF tend to take to long to take it down, we need a better solution for this, I will try skyrays as for Sadanjuu advice...
    Hmmm, ramming with invisible transports, that is evil indeed. I think it would work better against infantry, however, especially those with set up time weapons...

  2. #302
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    Sounds good, if it doesn't work just pop them inside and reposition.
    gg

  3. #303
    joshyy
    Guest
    Would it be possible to include popcap and vehiclecap in the tactica?

    Thanks for making this ^___^

  4. #304
    ir0nside
    Guest
    Yeah, I've been really busy in real life, and haven't had time to add those. I'll try to do that today, if I can. Thanks for reminding me, Joshy!

    Update: Squad/Vehicle caps added to each unit. Enjoy!

  5. #305
    joshyy
    Guest
    Many thanks to you.

  6. #306
    Demostruction-K
    Guest
    ir0nside: again and again you must be hearing this. This you lil guide is like a bible to some tau players. for at least to me it is. ^^'

    I've been playing some online games with my mighty tau army and those games have been pretty good. But today i had match mith SM player. Vespid rush and he was gone. So we did rematch. he had installed turret on middle of his base and i gave up for going vespind because kroots were taking so much dmg. i think best would have been if i still have gone for vespid but heres case. i backed off and had several conflicts with him and my kroots in center of map and i turned them to flee. (some small 1on1 map, dont remembe name, both base has 4 recourse spots and 1 relic and theres some stratecic points on center of the map). i build Path of enlightment and 4 squads of firewarriors and commander. he tried bigger assault byt i took that down for good. when i after that tried to attack his base with my mighty army, he seemed to have amny many many many missle turrets. (damn turtlers *shooks his fist*) i tried to shoot them down with firewarriros and pathfinders. but missles range were too much for them. then i retreated to think how im conna take those down. again we had some conflicts and his armies were groving and groving. i tried desperately to DF (3) and but one full with broadsides and send that to their base, no luck as you can guess ^^'. in that point i lost control of game. he rushed with huge armies and stuff. might be that i fall too much behind in teching. but heres the real question:

    What is good way to take damn marine turtler down?

  7. #307
    Razmataz
    Guest
    crisis suits are heavy infantry, not vehicles so you can equip them with flamers jump them right next to misille turrets and they make short work if them in a matter of seconds. If that's too slow, send the crisis suits in first so they take the heat then follow up with those missile ships and barrage the bejeezus out of him. If there are a few bolter turrets too, take them out first, they damage them more.

    3 crisis-suits with flamers are enough to destroy a fully upgraded marine HQ while under a constant barrage of 7-8 missile turrets. (they don't bounce around and missiles tend to miss them)

  8. #308
    ir0nside
    Guest
    Crisis Suits do indeed sound a viable solution to mass missile turrets. Just make sure to lure him out of his base if you can, as enemy infantry firepower will indeed whittle your suits down in record time. They're durable against anti-vehicle fire, but not anti-infantry fire, so be careful.

  9. #309
    ir0nside
    Guest
    Update: Added ranges to all applicable Tau unit weaponry!
    Coming Soon: More racial strategies, and DPS values for Tau units!

    For the Greater Good!

  10. #310
    VoydAngel
    Guest
    Hey, I was wondering if anyone could gimmie some feedback on this replay. I know I fumbled a little bit in the beginning while building the barracks and accidentally leaving the builders selected when assigning rally point for (what i thought was) the HQ. but other than that mis-click.....any comments would be nice, mainly about unit use and whatnot.

    I will admit that even though it was only vs AI Orks on "harder", i had a few minor difficulties mid game, and was hoping to remedy that via your comments.

    If you guys prefer not to have this kinda post here, I'll gladly move it to the battle archives section. Thanks muchly in advance :santa:

    D/l replay here

  11. #311
    Razmataz
    Guest
    Hmmm, last night while playing against a "hard pc" necron I noticed something strange and I was hoping to get some clarification. A flamer is supposed to be very damaging to morale yes? So why is that when i'm flaming the necron lord with my commander he hardly loses any moral? Is it because of the "anti range" artifact? I don't get that, it's very annoying if you can't break their commander and he keeps spamming solar flare and teleporting all over the place.

    ok i suck at the game still cause I can't for the life of me beat a hard pc yet but i'm working on it, but still... an unbreakable commander?

    Also what is the best counter against tomb spiders? cause except for broadsides with their completely gimped (bugged?) aiming when entrenched there doesn't seem to be any decent anti vehicle unit that's durable enough. (stealth gets torn to pieces because of wraiths)

    Also wraiths are VERY easy to take down in the beginning (commander and 1 FW squad) is enough, but in T2 they suddenly become very hard to bring down. I know about the phase-shifting and invulnerabilty during a death-animation but they were clearly attacking units (so not phase-shifted)

  12. #312
    captainmerkin
    Guest
    best guide I have yet seen, many thanks

  13. #313
    leighfield
    Guest
    Is it just me or is the Tau Commander AI insanely and annoyingly proficient at dropping those snare traps...

  14. #314
    VoydAngel
    Guest
    Ir0nside: How hard would it be to add a listing of all the upgrades, what they do, cost, prereq's etc to the guide? I'm not just begging - I would be willing to help of course any way possible, including typing up the pertinant info and letting you format it to match the rest of the guide if you dont have time =) anyway - just a suggestion/request/offer.

    Also, Ive seen alot of people mentioning the Pathfinders "slowing ability" in other threads. What is this magic of which they speak?
    Cheers

    PS: In the "Tau v Eldar" section, you chopped off part of your text and have an incomplete sentence/paragraph:

    "To counter this, you're going to have to "
    Last edited by VoydAngel; 27th Oct 06 at 12:18 PM.

  15. #315
    Optimal
    Guest
    A counterpoint to the "Tau have no turrets" argument

    Tau have a very effective, if possibly unintended, turret substitute. Due to their single vehicle pop cost, even with a heavy vehicle based assault(unless you're going with two Drone Harbringers and two Hammerheads), you can pump out four Devilfish as a homebased defense. Between their burst cannons and secondary guns, Devilfish pack more firepower than any turret, and are more dangerous for their perma-cloak status. When set to 'stand and fire'(blue) stance, they make proper mobile turrets, moving forward along with your firing line to hold the territory you gain.

  16. #316
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    Yes! Devilfish are awesome, they can be turrets, or even turret killers-- 2 vs 1 turret will take it down before it can really damage 1. Plus they are cheaper and have more firepower. Really great for chewing on infantry, it forces them to go detector heavy which can be an advantage.

  17. #317
    CptStrombosis
    Guest
    Yes, however everyone else can still build turrets that do not take any pop.

  18. #318
    Wadmaasi
    Guest
    VoydAngel:
    Also, Ive seen alot of people mentioning the Pathfinders "slowing ability" in other threads. What is this magic of which they speak?
    Any unit being fired on by Pathfinders is slowed down. The ability is called Suppressive Fire and, unlike the Mark Target ability, is passive and therefore always in effect. If you watch targets being hit by Pathfinder fire, they get extra blue sparklies around them and their movement animations slow down. Presumably it's an anti-infantry only ability, but I've not taken the time to check it vs. vehicles. It also doesn't appear to be listed in the manual? I could've sworn it was, but the Tau Infantry Abilities section (p.21 in the US manual) doesn't mention it.

  19. #319
    ir0nside
    Guest
    Ir0nside: How hard would it be to add a listing of all the upgrades, what they do, cost, prereq's etc to the guide? I'm not just begging - I would be willing to help of course any way possible, including typing up the pertinant info and letting you format it to match the rest of the guide if you dont have time =) anyway - just a suggestion/request/offer.
    Yeah, I plan to add that soon, honestly. =) I've just been going through a lot of testing lately, and am about to start a new job and have been preparing for that.

  20. #320
    FatherG
    Guest
    So that's the visual cue for the slowdown, tons of blue/plasma hits on the unit? If that's the case I think the DH might have slowdown on it's drones just not 100% of the time. There's been a few instances when I've sent in just drones and have seen that effect.

  21. #321
    GoldLeader
    Guest
    Can someone help me please? I'm pretty bloody loosing to Chaos, and i have no idea what the "dancing" means in RTS. (I prefer to play RPG's and FPS's) I got addicted to the game, 'cause of a friend. (read sig)

  22. #322
    Teos
    Guest
    Surpression fire works on vehicles as well. Just tried it on a killa kan and it couldn't even get close enough to make a swing before it collapsed at the nose tip of my fire warriors.

  23. #323
    ir0nside
    Guest
    I've come into some startlingly effective tactics recently, and will be updating them. They are from none other than True, a renowned player of great skill. He makes me hang my head in shame, honestly. I've learned a lot, and will be revising a great deal of the guide when I have time. I'll also be adding Ork strategies next.

  24. #324
    Wadmaasi
    Guest
    I was wrong; the extra blue sparklies isn't the Pathfinders' Suppressive Fire ability; it looks like it's just the standard visual effect for the Drones' carbines (including the drones on the Devilfish).

  25. #325
    Member D-coy's Avatar
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    Btw it might be a viable tactic in team matches to get 3-5 squads of pathfinders. They can slow down melee specialists as hell. Tried that in the campaign worked pretty well (altough I only have the DEMO of DC and the campaign is on Easy difficulty in the demo). Just tell me if that's a good strategy if you can try it out.

    Thanks in advance
    GFWL gamertag/ LoL name: ReadInPeace

    Just call me Readin'

  26. #326
    FatherG
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    D-coy: it seems like that would only be a worthwhile tactic if the slowdown stacks. Can anyone confirm/deny that?

  27. #327
    Soundwave
    Guest
    Pathfinders carry carbines just like the drones(but theirs are twin-linked) so do the drones slow infantry down aswell? I think they did in TT(I know a few people who play) also I notice that the elite FW carry carbine type rifles, whats the deal with that?

  28. #328
    Member D-coy's Avatar
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    I think (I tried in the demo) that they stack... at least focus fire on a ASM squad from like 5-6 squads at a time slowed them down to snare trapped speed if not more. I think maybe 3 or 4 squads can do the same effect because there's maybe a minimum speed and maybe you can't slow units below that speed (hope this is clear, basically I mean that 4 or more squads firing at one is overkill in slowing them ).

    Cheers

    I'll check just for you guys .

    The results: 3 squads are totally enough to slow down a squad of ASM to minimum speed. Or a dread. You must have 2, but dancing is much more comfortable with 3 squads. Throw in a commander and some FWs and you have yourself a quite strong force, especially vs melee specialists .
    Last edited by D-coy; 28th Oct 06 at 4:22 PM.

  29. #329
    Troy Spiral
    Guest
    Were it says things like: "Que Generator"

    Builder > Barracks, que Generator<----

    I understand Queueing things like units in buildings but how do you "Que" a building?

  30. #330
    If you hold shift while giving orders to units, they will queue that order, and do it after they finish their current task. Same for builders, so you can tell them to build several things one after the other.

  31. #331
    Troy Spiral
    Guest
    omfg had no clue. lol thats gonna help a lot thanks.







    Oh and very good writing and well thought out guide. Thanks for taking the time. =)
    Would be nice if there was maybe 1 more paragraph of info about each of the basic build strats. What to do after the basic builds are done is a bit mysterious... and its right at that point that i lose my games hah.

    There is a nice summary of each of the units but a overall strat of what to do after you pop out the last of the basic strat units would be helpful as that is were the game 'starts' basicly.

    Its as i've each of the basic strat ideas is how you set up the chess peices on the board... then the strat stops and explains the rules of how each peice moves.

  32. #332
    ir0nside
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    I'll look at refining the build orders a bit, seeing as how I know a lot more about them than when I initially wrote the guide. Thanks =)

  33. #333
    FatherG
    Guest

    Tau

    When you've got the build orders and the rest refined a bit more; mind posting this on gamefaqs? You'd be helping out alot of people if you could

  34. #334
    Just saying thanks Ironside, I came here looking for a Tau build order as I had been getting pwned in some LAN games I was running. I'm going to try these out right now. Great guide!

  35. #335
    Hiro Protagonist
    Guest
    Pathfinder ability apparently does stack, at least in the campaign. I personally find them too fragile, even for the markerlight ability, to use in actual firefights.

    Seeing your Honor Guard Marine coming to a standstill from a few Pathfinder squads is very frustrating indeed.

  36. #336
    Ok how friggin stupid am i where are the mines for the tau youall keep speaking of? I keep looking at the builder but i dont see any mine fields. Thanks for any help.

  37. #337
    Jarso
    Guest
    No, there are no mines for the Tau, the think we speak of is the snare traps that the TC can drop that have the effect to slow down any unit, given you the time to kill them from afar...

  38. #338
    T'auism
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    Any snare limits?

    Do the snare traps have any time or amount limit or can we just spam them with as much time and money that we get.

    I'll have to start peppering my base with them. Take rushing raptors

  39. #339
    Member Exequy's Avatar
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    You can spam them, but they can be destroyed. They're not exactly invulnerable. No time limit, though.

  40. #340
    Quote Originally Posted by T'auism
    Do the snare traps have any time or amount limit or can we just spam them with as much time and money that we get.

    I'll have to start peppering my base with them. Take rushing raptors
    random snares are a bad idea. They're 30 power each. You've got to use them wisely. If you're expecting jump troops, put snares directly over your troops. If not, put snares in front of them or to the sides, whichever direction you expect the enemy to attack you from. If he doesn't attack, move forward and repeat. This way, if you have to fall back you'll have a trail of snares to cover you and that you can lure the enemy into. Just be sure to drop another gen if you're going to make extensive use of them early.

  41. #341
    Zendrik
    Guest
    just a quick thought here , nothing to with AV , sha'sui FW seargants seem to fire on the move , seems okay for kiting stuff and on a markerlighted target seems to atually do some dmg when u have 2 of them in the sqaud ...mostlly thinking necron ewulness here, but maybe the drones are better there as well ...

    AV i use crisis suits abit , but then thats not really tier 2 , dont really use the kroots all that much =/

  42. #342
    mujina
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    A+ guide here really looking forward to the updates i have such a hard time vs SM ><

  43. #343
    Member Exequy's Avatar
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    Space marines wither under a combined markerlight and Firewarrior combination.

  44. #344
    Member Exequy's Avatar
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    It's just you.

  45. #345
    Member Praylak's Avatar
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    Quote Originally Posted by Exequy
    Space marines wither under a combined markerlight and Firewarrior combination.
    Indeed. Haven't had much success with jump troops either, due to snares. I've had some success just charging my tac's into his to force melee, but if he's using combined arms (kroot/FW), or his squads are backed up by Broadsides, forget it.

  46. #346
    Member Exequy's Avatar
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    The thing is that very, very few Tau players employ broadsides at all. It's strange, really, given how effective these monstrosities really are.

  47. #347
    The pathing and inability to reinforce, as well as the 3 inf cap turns most people off to broadsides. I like them myself, they provide good punch.

  48. #348
    Sideshow
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    The build I'm settling into forsakes the commander for extra Firewarriors:

    Worker builds barracks.
    HQ queues worker (helps with barracks), stealth, stealth, jump.
    Barracks queue 3x Firewarriors.
    First stealth suit caps 1 point, then goes with first firewarrior squad to enemy base (to spot for the FWs). Rally rest of FWs to enemy base.
    Second stealth suit caps rest of points before joining first.
    After first LP queue another FW squad, then get another LP. From there either overwatch all FWs to try and overwhelm opponent immediately (4 6-man FW squads is an absurd amount of firepower at that point in the game), or build 2 gens and go for Path while harassing with your force. As soon as Path is done get a pathfinder squad (since stealth suits quickly become impractical spotters), and the range upgrade.

    General stuff:
    After you get a stable base of Firewarriors, start working on your stealth suits. The sooner they get fusion blasters the better. A fully loaded stealth squad, while expensive, is insane at killing vehicles, way better than Fire Dragons: double jump, takes out two vehicles at once (EMP grenade), INVISIBLE.

    FWs are vastly less potent without a spotter - take care of your pathfinders. If it's a choice between marking a target and keeping them out of harms way, keep them safe.

    FW drone Energy Shield is *good*. Use it. Keep an eye on drones - they tend to die very easily. Replace them.

    Go for vehicle bay before choosing path. Skyrays plug a hole in your arsenal you may need filled (depending on enemy race of course). For example, if IG get HWT's out, they are going to ruin your fun if all you have is infantry.

    Maybe I'm using them wrong, but Broadsides just don't seem to be worth it. They don't do anything your other units can't do, are clunky, slow and fragile, and they don't shoot what you want. Avoid them.

  49. #349
    mujina
    Guest
    my problem is lately i have been doing automatches and it seems that MS rush me with Assault marines and tear me up.... or.. if they dont they have hurt me enough that i am seriously lacking the rest of battle

  50. #350
    Forum Farseer Akranadas's Avatar
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