Question:

Which sounds more deadly? (warhammer 40k question)

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im facing tau soon. which would you shoot at first?

4 broadsides

a hammerhead

2 devilfish with smart missle systems loaded with firewarriors

all are a bad time, which is the worst?

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  1. Well remember that for Guard, Russ's are to kill troops.  If you are facing an army with 4 Broad's and a Hammerhead, 3 Lascannon teams are not enough.  That many Railguns are going to eat up both Russes, probabley on turn 1 or 2.  The Broadsides are the most dangerous, with the ability to split fire and less vunerable to heavy weapons.  My experinence is that Hammerheads go down way easier.  Best thing with Broadsides are to get them in HtH, but your guard.... Things to think aobut.


  2. Take out the fire warriors first and then go for the other ones. Fire warriors can pick you off one by one while your are tackling harder opponents therefore, killing the fire warriors is the best thing to do.

  3. chuck norris when he hacks the game

  4. the 4 broadsides  

  5. hmmmmm your gonna have a big problem im a big tau player and have entered alot of tournaments so heres the thing the hammerheads smart missles can shoot you even if they cant see you troops so most likley you wont be able to get that on your first and second turn so i think both of your leman russ should each try to take down one of the devilfish you'll easly get a penatrating hit on then and then aim your lascannons on the broadsides they wont even get armour saves and it will be a one wound kill for each because of the instant death rule

    then next turn aim the leman russ battle cannon at the fire warriors that will make a huge punch in his numbers take down some more broadsides with your lascannnons so that he cant blow up your leman russ' then try to move around to take down his hammerhead

  6.      I run orks. I shoot anything with troops in it. I want the enemy infantry walking, not zipping around in a transport. I can afford to lose a hundred guys and still win a 1500 point game, though.

  7. Well, it depends on what you've got to shoot at them.  But I'm inclined to say "focus on the tanks".  For one thing, you could knock them out with one shot each, making maximum Kill Points if you run an Annihilation mission.  For another, the chance to take out two squads of Fire Warriors (for another two KPs) is not something to pass up easily - plus, if you're running one of the other two, objective-based missions, removing those vital Troops choices from the game ASAP should be a key goal of your firepower units.

    Broadsides are manoeuvrable, true, but even those AP1 submunitions lose a lot of bite thanks to the new cover rules and, on a table with plenty of cover and carefully-positioned screening troops, you should be able to guarantee a 4+ cover save against most of the Broadside shots unless your Tau opponent closes with you - and then the unit becomes vulnerable to a swamping assault.

    EDIT FOR NEW INFORMATION:

    Make sure you play on tables with plenty of terrain and remember that you can use your Russes to provide cover for each other.  There's a 1-in-2 chance that any shot at a vehicle at least 50% in cover will be wasted: invaluable when going up against Tau!

    If you're in an Annihilation mission, focus on knocking out the hammerhead and devilfish (a potential 5 KPs versus 1 for the broadsides).  If you're in an objective-based mission remember that his tanks can't seize objectives (and nor can yours), so worry less about the tank battle and more about supporting your infantry advance to control those objectives.

    Tau are one of the few armies against which Guard do well in the assault, so it's worth using your tanks as mobile cover (for as long as they remain mobile, anyway) for your advancing infantry.  The fire warriors will be reluctant to take on your platoons in hand-to-hand, leaving you free to occupy the objectives in the fifth turn.

  8. Is the Broadsides organized into 2 units?  The most that a Broadside team can be is 3 models (not 4).  I'd have the lascannon teams fire at the broadsides, if they ARE two teams, one casualty would force a morale check.

    Use the ordnance/russes on the skimmers (hammerhead first priority, then devilfish) and/or try to use the terrain and your infantry to block the access points of the devilfish.  If the troop carriers are destroyed, and they cannot disembark, all of the transported troops are destroyed as well.

    Just my two cents.  Good luck against the Xeno scum.

  9. depends on what army you use. if you emply an army of elites that rely on a good save (space marines, chaos space marines) or lots of vehicles (imperial gaurd with lots of tanks) then the AP1 broadsides are considerabley dangerous, while a numbers army (gaurd and orks) with low save, that rely on gunnery would be at more risk from the payload from the transports.

    If the hammer head is armed with a rail rifle, unless you have lots of tanks or are tyranids, who need to protect the synaps creatures, i would leave it for now, if it has an ion cannon, and you are using high SV armys, then that has to go fast.

    you can ignore the firewarriors if you have a hoard gun army with  a good assault unit (ogryns or mega nobz for example) to deal with the tau unit,

    in short, figure out what the enemy has thats gonna hassle your chosen army most and proritise it.figure out what will be most dangerous and have less contingencys and attack it in force.

    EDIT:ok, now i knoe what your using i can follow up a littl better. though i personally dont know alot of the stats for imperial gaurdsmen, im gonna take a stab at it.

    While gaurdsmen need to protect their tanks, since the application of forces is the key to a gaurd combat (or so im told), if the devilfish swoop across the table and disgourge their firewarriors into a good position, you could conceivabley be on the receiving end of 24 strength 5 rapidfire weapons, with enough AP to cut through gardsmens standard flak.so IMO you want to gun down the transports turn one, at least immobilise it, thats where your gonna have to point your lascannons.

    though an AP1 weapon can be intimidating, you gotta remember that thgey arent blast weapons, so you can only take 1 casualty , the only thing thats really dangerous is a devilfish using submunitions (broadside suits can only use the solidshot).

    thats your 2nd priority target, your russes can take care of that if you mount lascannons as their secondary hull weapon (i think you can do that, can in forgeworld russ variants) any hit that glances you have a 50% chance of taking it down or destroying its weapon, and you only need to get a 4 to penetrate its frontal aurmor with a lascannon, thats a good chance.

    supposing your forces survive the first game turn, and you have destroyed satisfactory amounts of transports (like all of them), you can swap targets. the battlecannons can open up at the disembarked firewarriors, while the lascannons can switch to either the hammerhead (only if it has a Railgun!) of the broadsides.

    To protect your tanks, put them in a "hulldown" position, giving them the benifit of a 4+ coversave (AP will have no effect) and set aside a small budget for defensive upgrades. another investment (though expensive) would be to outfit your russes with HK missiles. 2 stength 8 unlimited range missiles would be usful in the first turn for offing a tank.

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