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I have a tzeentch armey with 1k sons and so on. My friend plays the dreaded Tau and it seems I can't beat him and never will. He kills me off too quick before I can even get up to fight him. What in the world do I do? How do I approach him and win?
Can you give a list of the two builds (yours and his)?
Chaos does best against Tau in c.c., which is not the strong suit of T.S.. Try this units out for size:
-Predator with las-sponsons
-Rhinos with 10x marines, 2x melta, and a fisting champion (while easily killed by Tau tank busters, they actually do quite well when fielded in numbers, alongside predators. Don't forget smoke).
-Lash Slaanesh Sorcerer
Chosen with plasma guns with/without a champion with power weapon
-Noise marines with sonic blasters
Also, due to Tau generally low toughness, you may want to consider a basic power weaopn. In a 1000 point skirmish, it saves valuable points. Plus, the low leadership of firewarriors is generally sufficient to cause a flee, even with a basic power weapon
Spambot kill tally. . .337
Wrong forum, the tactica forum is for people to write tactica in, this belongs in the Chaos forum (bumped)
Everything you have been told is a lie!
I used to beat tau in the old edition by taking deamons, raptors, obliterators and some flying lords or princes. It's the same now, but more raptors instead of deamons.
The core of my army would be this against tau these days:
Raptors x10 with flying sorceror and lash
Deamon Prince with Wings and lash
10x infiltrating chosen w/ 3x plasma guns and lascannon.
10x havocs w/ 2x missle launchers and 2x autocannons (or all missle launchers)
The most important things are the raptors, sorceror, and obliterators. Depending on points you can drop the other things. Just try to keep under cover as much as possible then pop out and lash a squad into assault range and hit it with close combat. If he won't use much terrain then check the rulebook suggestions, at least a quarter of the boards total area should be covered in terrain. If he won't play with a bunch of terrain, then you shoulden't play without it either.
In my axperience, you can beat Tau in two ways.
1. You out shoot them. This is hard and requires some good armour along with long range weapons. Oblits combine these two wonderfully, as well as preds. Deep Strike some Termies, but keep them cheap. Numbers are your freinds so no special weaponry, save for some combimeltas to deal with vehicles. Shoot what you can and then charge when given chance. You might not even want to use the termies as a tool in the destruction of the enemy, but instead use them as a roadblock, forcing the enemy to take the brunt of you concentrated fire from the more expensive elements in your army, and maybe herd them in your favoured direction.
2. You out run them. Lots and lots of Rhinos. Offer too many targets to destroy - each one capable of inflicting some heavy damage. Take small squads with meltaguns and power swords. the fist is practically useless as you dont need extra S to beat the living *beep* out of Tau, and you destroy their vehicles with meltas. Here is the Tzeentch Daemon Prince of value. He's got an Inv. Save that keeps him going through the enemy firestorm, he's a great psycher that makes him dangerous at a distance, he's fast with wings and thus keeps up with the rest of your army, he takes heat from your rhinos and he's absolutely deadly in CC. And best of all - Tau doesnt have any good ways of dealing with psychers - let alone a cc-monster/psycher/flyer with an good Inv Save and high S that doesnt get instant killed from a Rail Gun through the head. Some raptors might be good, as they can pack 2 meltas as well as they're easily capable of killing lots and lots of Fire Warriors.
In any prolonged firefight with tau you're dead. Force them to move, take the fight to him and make him sweat. Keep the heat up, force him to make mistakes.
"The more choices you force the opponent to make, the better the chance for you to capitalize on his mistakes"
My suggestion (based on the old codex, because I haven't played Tau with the new codex yet) - stock up on Bikes, particularly a lord on a bike w/ lightning claws - turbo boost them across the table and wreck havoc in close-combat. Maybe add a Lesser Daemon squad for an old-fashioned daemon bomb. While your opponent is dealing with that, hit him hard elsewhere with long-range fire power from some havocs and some mid-range footsloggers - Thousand Sons will work well for this because they can move and fire.
Also, avoid using vehicles. My experience has been that Tau Railguns make short work of every vehicle you can field.
Personally a winged DP with M.o.T., wings, warptime, and either doombolt or wind of chaos rips through tau like a hurricane.
Not only can he move a long distance, but he has warptime, doombolt/wind of chaos, and a 4+ inv. save. Any high str. shot he'll still have a 4+ save vs. the wpn. Also, if your opponent wastes his big shots on your DP that allows you to have other units move around without fear. Now this monstrosity is amazing in C.C. vs all tau. He always strikes first, re-rolls his failed hits/wounds and allows them no armor save.
A perfect example of how good this guy is was during my previous game vs. tau. He assaulted a group of crisis suits, did 3 wounds, made them run, and swept. Ran into a hammerhead and popped it. That's when my friend got tired of it and fired everything in his army at it. I made the inv. saves, but I somehow failled my last 2 armor saves. Either way he made up his pts.
Other than that I would recommend raptors, raptors, and more raptors. Now personally I don't like tailoring my lists. However, vs. tau I would recommend 8-10 raptors with I.o.K./I.o.N., dual L.C.s, and a Lash Sorc. in the group. These bad boys will be able to pull their opponents into c.c. and wreak them. Now it's up to you whether you want Khorne or Nurgle. With nurgle those S 5 shots won't be as bad. Now with khorne you can tear up a lot of units. Your only problem is doing too much to them in your assault, having the enemy run, get swept, and then leave you to lots of shots in the enemy's turn.
I guess a tactic against a vehicle heavy force would be different , however i'v only seen infantry based Tau army of late so my perspective is centered with that in mind.
If you want to keep it Tzeentch Fluff wise...
I'd go with some Terminators ,for some reason i'm very fond of +4 inv. saves ;Y, reapers may seem expensive but deep-striking your Terms to hit the rear armor can be very effective. Heavy flamers and combi-flamers would be more of a fluff thing , however with the new Icon/deep striking option it could be devastating to the weak armored fire warriors ... also you could come up with some witty thing to say like in the movies: "You should fire those fire warriors" ... or "You should call them flammable warriors ! " only funnier. Oblits could also be used in the same manner but they seem like a poor choice of support now days.
Tzeentch chosens would be a nice thing to have with deep striking termies or raptors, add a nice at infantry or tank weapon , choose a good hiding spot and wait for the right time .I think a Chosen heavy tactic could be very effective because of the proximity threat , but it will cost you in points.
I would go with Bikes of Tzeentch without a doubt! Turbo boost right in his face with a Inv. save of 2!!!! and a toughness of 5 and let it rip. This doesn't feel like the "Slow & purposeful" theme of tzeentch but the impact of it is to good to ignore.Make some "line of sight" problem for him to help lower the range attack taken by your 1K sons ( same effect with the chosen).
I would add a Greater demon with any deep striking tactic; low in cost and is just brutal in close. It may seem a little like "Shooting a fly with a bazooka" but it will most likely intimidate you opponent into making mistakes.
Final thoughts: i would avoid any vehicles/tanks ... my experience with Tau usually involves Broad sides(spelling?) and are not pleasant . If you choose any clear approach to defeating you opponent , do it fully... if you deep strike have most your army do so for example.
Well i hope this helps 8Y
"The things that appear are a vision of the unseen"
-Anaxagoras of Clazomenae
Get anything into Melee combat and they are more often than not going to soundly beat the Tau (unless it's my Tau, which seem to be good a combat. 12 of mine beat 4 Terminators *Shot the other one*)
Definately take something that ignores Armor in combat, because Tau have a pesky way of making all those 4+ saves.
Also, give them something to shoot at. By this, I mean get a really tough unit (Terminators), and walk/drive them up to the Tau lines. This could get a little pricey in a 1000 game, so subbing in Berzerkers may be a good idea. Any Tau player worth his Greater Good will know he needs to take out the fast moving Melee threat first. While they shoot at this, everything else will have a pretty easy stroll.
The other option is to provide too many targets. The Tau will have to split their fire, which causes it to be much less effective (well duh).
I'm not experience with Tzneetch (I like Khorne), so I can't say how to do this while keeping to your specific God. I'll leave that to the more experience/less tired players.;Y
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