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Havent been able to find anything about facing Tau in the forum and no Tactica is in the stickied topic. So lets we can we get one going.
Only played Tau once and got hammered-was completley unaware of their Jump/Shoot/Jump technique and sheild drones and all the other annoying stuff they have. So safe to say I have no input so looking for assistance as Ill be playing them fairly soon.
(In the meantime Ive read the codex so should be in at least a slightly more informed situation this time)
So how do you fight Tau?
What units work best?
What units to avoid using?
What to watch out for/ignore?
(please dont ask me what units Im using as hopefully this will be a general topic for everyone)
Only after posting this did I see the topic further down the page called 'Help a Noob' which asks a few of the same questions-ah well lets see what we can do with this one.
Last edited by Memnoch; March 18th, 2009 at 17:59.
Currently play: 4000+ of Black Legion
The first thing to keep in mind is Tau's low leadership. Try to force a lot of leadership tests rather than trying to clean out entire units--it can save you some effort and, besides, if Tau are falling back/rallying instead of holding still then they aren't much of a ranged threat.
Similarly, notice that the Hammerhead has only one main weapon. If you can break that then it becomes about as dangeous as a Rhino without transport capacity.
Second, notice that Tau's troops are either expensive (Firewarriors) or weak (Kroot). Often, you can easily kill their troops off for an objective win regardless of all their fancy equipment.
Third, while Tau have few low-AP weapons they do have a strong ability to kill our Rhinos. You can either bait them (i.e. get them to focus on a scary Land Raider while the 'boring' Rhinos speed through a kill zone), time your advances with deepstriking units or simply have a plan that doesn't rely heavily on having your Rhinos around past turn 2.
Fourth, fast units will help handle battle suits. (Normally I recommend setting up cross-fires but that doesn't play to Chaos' strengths.) Deepstrikers, Raptors, bikes and Chosen are all good candidates, and summoning a squad of lesser daemons might catch your opponent off his guard. Remember that jetpacks take dangeous terrain tests when they enter or leave cover! JSJ isn't safe anymore unless there's a tall building or steep hill to hide behind.
Fifth, ignore their stealthed units unless you're in bolter range or have no other targets. They're dangerous units, of course, but having your long-ranged shots negated is a bad risk to run.
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard
I'll definitely second the Leadership strategy, sometimes forcing as many tests as you can is really beneficial, especially if you manage to make Battlesuits run, though Firewarriors running off is pretty good too.
Also, Rhinos have a much shorter life expectancy, as a Fire Warrior unit with nothing but a Rhino to shoot at does have the Str to glance them, which can mean you probably aren't moving next turn, or worse.
"If you can wait til I get home, then I swear we can make this last."
Hi Y'all, I play tau Alot, infact i played against them just 8hrs ago... lost, but thats a deployment problem, which the tau are all about. when fighting tau take the second turn that way you can respond to their set up and possibly steal the initiative.
PS: not really thinking of the effects of the lash as i don't use it at all(at least not yet)
theres a few things i've seen that work against very assaulty armies like us, and here they are.
Vicotry Flank: the tau player sets up two identical forces in either corner of their deployment zone (pitched battle and Dawn of war set up only). then you are forced to split your forces up considerably. The tau player then picks a "victory flank"(VF) that he will protect at all costs using the VF's own firepower combined with his other flank's firepower to kill everything that comes at that corner, ignoring everything coming at the other flank force essentially giving them up. but now that its turn 4 and you as a chaos player have wiped out fully half of his army and half of your own army is gone are still over 3 feet from his remaining units and as much as you want to "BURN MAIM KILL" have no real long range firepower to hit his units with and must walk/run-fleet/fly your way over to his remaining half of an army, all the while getting hosed in the face by JSJ TL rapidfireing plasma rifles which ignore your armor, Railguns which ignore your armor, markerlights buffing the BS of every squad that shoots you, and a myriad of other nastys they have up their sleeves.
Fully Mech: pretty straight foreward, as many devilfish and hammerheads he can have with broadside and crisis backup, don't really kno much about this one as my friend rarely uses it.
Last Turn Scoot: in the 41st millennium victory is decided by.... little plastic markers denoting extremely nonimportant terrain features. they like to fill out their devilfish with full squads of 12 firewarriors and skim them across the battlefield, putting invincible contestors on every objective.
Kroot And Squad Layering: as we have no real terrain made (college students have no room to store any good terrain, and we don't feel like making any) we've been useing sheets of paper as forest area terrain doesn't affect TLOS but whatever. and his kroot get a natural bonus to the 4 or better forest cover save add going to ground to this and they have a 1 in 6 chance to NOT save against ANY shooting that we throw at them. add to this him keeping his units directly behind eachother in ever smaller spear heads (>>>) and i end up only being able to assault 1 enemyunit at a time, and chaos being chaos, slaughtering them as soon as i make BTB contact with them. and consolidating up to 6 inches towards the next enemy, except that the next enemy is 1" away and i can't sweeping advance intothem so my beserkers stand there twiddling their bloody gore covered thumbs waiting to be shot 12000 times by ap2 or 1 weapons. (GRRRRRRR)
Thats all for now hope it helps
EDIT: they may have low leadership, but thats not an issue if your units designed to make them take those tests are either blowed up by RAILGUNS (WKUK reference) or being plasmaed to death by those pesky JSJ battlesuits
Last edited by Grungan; March 19th, 2009 at 09:31.
Take Plague marines as they are very resistant to fire warriors. 12 Pulse rifles will kill half a PM at long range and 1 per turn if they rappid fire. PMs are also resistant to all shooting appart from plasma rifles and fusion guns. Even the mighty Ion cannon is not powerful enough to ignore FNP.
Plasma rifles and fusion guns are mostly taken by battlesuits and their pop up shooting can really annoy you as you try to get to grips with them. Several methods come to mind. Deepstriking Karmoon special terminator units can get an important shot in first with combiplasma and threaten to charge the survivours if they stay behind their hill. outflanking chosen can do the same but may appear on the wrong table side. Lash of submission can dig out battlesuit units from their cover. Bringing them towards you allows you to get a rappid fire shot where perhapse nothing else was in range or even get a charge in with your footlsogging marines to
- kill the enemy.
- Get another 6" up the board in the assault phase and 1D6" on consolidation.
- get your units safely in combat where they cannot be shot in the next Tau turn.
Quorn! - Protein for the Protein God.
I have only played against Tau once, but atleast I won. I play Death Guard so all my troops are plague marines, so this might not be valid for other armies.
What I take is 2 Squads in rhinos with special weapons (depending on the opponent, usually plasma though) and a unit of 10 in a land raider with flamers. Rest of the army is deepstriking terminaotrs and small objective holding squads of plague marines.
As a gunline army it seems Tau often deploys on a wide front, which also happened in my case. What I found to be very effective was to mount up and charge his center and shoot everything down with rapid fire. If you manage to get the LR and atleast one rhino up to the center of his gunline its not much of a problem. Try to bring as much force as possible to a small section of his lines to gain not just superiour numbers but also superiour firepower. As mentioned earlier in this thread, plague marines can stand alot of tau shooting, even when rapid fireing. After rapid fireing his center (which should break it) you have the option of going either left or right or even splitting your forces. But the most important is to get into rapid fire/assult range and take down his center. Deepstriking terminators is a good option to use as support of the center-charge and as support for either going left or right but also, and very importantly tying up the side you are not going for after the inital attack on his center.
If you are having trouble with your transports getting blown up, don't worry. Run with your units straight ahead anyway. Plague marines can take it.
I Play against a guy who has a tau army but I've only played against it once. I lost due in part because there were a few rules I found out later he was "bending", and also because of some poor judgment calls on my behalf.Probably the best thing I did was move all my rhinos full out towards him first turn and then popped smoke for cover. I was hoping to keep the rhinos alive long enough to get within range disembark using the rhino(dead or alive) for cover and then move around it to assault. This only worked for one of them as the other two were shot down even with the smoke. He fields his fire warriors as squads of only 6 too so that if you manage to assault them you'll end up killing every one of them and then get shot up next turn, which is exactly what happened. All in all I lost all my troops and 2 terms by the end and only killed 12 fire warriors and 2 stealth suits. This got me thinking on some of the best ways to get my revenge and so far the best idea I can come up with is SPEED. Someone else already said it but raptors and bikes. My khorne army now has 2 squads of MoK raptors, 2 defilers, 4x8 berzerkers and rhinos, DS terms, and a DP with wings (2000pts). I haven't had a chance to play against him again but I'm really looking forward to finding out how I do. Close the gap as fast as possible and make sure to tie up or kill as many units as possible all at once so the return fire is minimal.
I realy like to use raptors against tau to pursue his battlesuit. I think outflank will also help a lot. Also lash of submission helps, because you don't only move them, but also force a pinning test. With their leadership, they will fail that test quite often compared to other armies. If he uses a ethereal cast member, kill him and laugh when the half of his army flees the battlefield.