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tau vs sister, wtf should I do??
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Kovenant
post Aug 9 2008, 10:17 AM
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so, I was random, picked up tau, and was against a sob.

I started with 2 stealths, gen and vespids+tc.

He started with serafims ( dunno if its the right name, the jetpacked ones) and he just danced around with 2 squads damaging all my vespids while dancing.

then I put out a firewarrior squad to damage them while dancing, he put out another serafim squad and he cc'ed them, I danced, he killed everything while dancing.

I had most of the map thanks to SS, but I couldnt afford the fight anyway.
Later tried krootx with no results.

My lp2s died fast against his ranged seraphims, so they were not useful.

How do you manage that matchup? :S :S

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Espresso-dows
post Aug 9 2008, 02:11 PM
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i would think tc a much better choice than vespids or maybe both if you intend on taking out his gen which would prevent serraphims reinforcing and because SoB gens are ultra fragile. follow up w.2-3 FW and get invis transports t2. i don't play tau but that sounds about right. if he melees FW, use snare traps. kill SoB cappers if they detect. :D

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Kovenant
post Aug 9 2008, 06:41 PM
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tc and vespid came out at the exactly same time in that game
the gen idea is a good one, maybe I could sacrifice some units to take out the gen

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Recon Ready
post Oct 16 2008, 06:27 PM
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If you must use pids, only use them for gen bashing and harassing. As soon as the enemy retaliates, jump out! Keep this up and he'll have no choice but to focus hes forces on base defence ( make engineers a priority if able ), this is great for out teching, but you can quickly find yourself loosing map control because of the constant micro managing. Always follow up a harass with a strong offense.

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PurE_Rabbit
post Nov 16 2008, 02:05 AM
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spids are just a waste , spam FW and get a TC is the only way out of this one

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paadee
post Nov 21 2008, 12:24 PM
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Vs SOB spids are waste of time IMO, SOB flame turrets/LPs own them and clever players guild gens near these for protection. Seras only advantave is they have massive reduced fire on move rules (more accurate shooting on the move) which requires constant micro...thats the weakness. Use TC and FW to nail them while supporting eachother, snares are usefull if they melee but dont be afraid to use TC as melee unit to tie them up...he does reasonable melee damage.

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CHN`SoSoFly
post Nov 21 2008, 12:40 PM
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Constant micro , i can live with that , that's not a real issue , ideally speaking , you can't really ever tie up the seraphims . only they can tie you up. And the snare traps are just really imo waste
cause sera can really just jump once and get rid of the effects

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sovietpride
post Nov 21 2008, 06:02 PM
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and they have two jumps.
jump in. whoops, i set off something? jump out.

*rants about raptors*

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[FaT]Boothie
post Dec 21 2009, 02:33 AM
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if your up against double sera build then tc and mass spids is a good idea but you need to keep up your capping nd teching while this is happening. after the max amount ofharrassment has been done early on tech because you will still have only made 2 good infantry squads so far and also please please use snares they will help with the seras, if you have the eco while your teching get a fire warrior squad then get to your upgrades and pathfinders then pump out a few transports then get a broadside. after that get a barracuda and send it into your opponents base while he engages your main force along with the ss in his base he wont be able to do anything

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[FaT]Boothie
post Dec 21 2009, 02:33 AM
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oops mass isnt supposed to be there lol

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HalfJapGirls
post Oct 4 2012, 06:19 AM
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tc fw focus on the first squad with tc flamer and snare under the fw squad...seras should die quick quickly, use flamer to reduce morale of squads causing them to do no damage and if they close combat tc, fw are free to shoot



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