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I have a 1500 point battle coming up this Saturday with a friend and his Tau. His current record with them is 23-1 and it's been months since he's lost a game (I figure he's about due). I've never faced him with this army, but from what I've seen it's a fairly static stand and shoot list (probaby a few units of firewarriors, a bunch of broad sides and regular battle suits, a unit of stealth suits, a couple tanks, and no kroot).
Now, I sincerly doubt my regular TS list would stand much of a chance against him, so I've warned him I'll be tweaking it a little. Seeing as he'll both out number and out shoot me, I was thinking of a daemon heavy list (flammers, Lord of Change, statured Daemon Prince) with a rubric squad in a Rhino and the princerushing up the flanks, sticking to cover as much as possible, before finally assaulting his line. Finally, I'd have a supped up Predator and Dreadnought for tank busting/drawing fire.
I'm still somewhat new to 40k, so I'm not positive this strategy will work. Does it sound promissing, or does anyone have other suggestions for dealing with Tau? I'm a little worried about only having the one Rubric squad at 1500 points but, as I only have a single Rhino, I can't imagine what possible use a second unit would have.
Thanks for any suggestions.
Infiltrate. Infiltrate. Infiltrate. Infiltrate...
I can't tell you how much I hate it when chaos players infiltrate their whole army right next to my Tau one.
There once was a Lord named Vlad,
Who's fighting skillz really were mad.
He killed and he maimed,
He spilled blood in Khorne's name.
And the fact that he's legal makes me glad
(special thanks to Uriel Zarium for the last line/touching it up)
Bomb into them as quickly as possible, without using transport.
i.e. Bikes, Steeds, Speed, Flight, Raptors etc.
A single decent CC unit could probably work its way through most of the army, so long as it had support to stop the tau moving away and RFing the hell out of them as soon as they got out of combat. Just make sure they have as many attacks a possible- quantity rather than quality. Pretty much any CC the chaos can throw at tau will emaciate them, and considering that you need to get rid of them as quickly as possible, a couple of CC weapons if you can't get a bike, DMut etc.
Get to them and eat your way through.
*In My Mind*
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Thanks for the replies, that's pretty much what I was planning which is reassuring to hear. The only problem with those suggestions is that playing Thousand Sons means Infiltrate, Bikes and Raptors are right out (hence the Rhino to help with getting a rubric squad, LoC and Flamers up quickly). I suppose I could try Possessed/Chosen with Flight or Speed, but they'd be horrendously expensive and I seriously doubt their survivability.
As for quantity of attacks, I actually tried to not max out the number of attacks my DP has, as I have this fear of destroying a unit in a single turn and then being left in the open on the following Tau turn. I figure as long as my units are in CC they can't be shot at.
You said thousand sons, vs non-mech tau. I agree daemons are the way to go. Expecially flamers! These handy daemons used in their favored number will cause the tau player to pull his hair out! Each squad of 9 flamers will kill on average 11.25 firewarriors a turn. They're firing heavy bolters on the move, and have 2 wounds and an invunerable save. They're really a bargain against av4 foes.
The lord of change is also a good choice, he's mobile enought to assault the turn he pops in most cases, he won't have any trouble with tau in CC, and he can flame squads killing half of them each shot (unless they have an invunerable save) Getting into CC quick will lower shooting.
Basicly most of the ideas presented are a good idea, though it's impossable to infiltrate rubic squads. You might ask if you can use Chosen of Ariman, that'll get you close in a hurry.
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Thanks JORMAGI, I did consider the Chosen of Ahriman, but I don't have the rules and have always felt iffy about using any sort of special character (which I consider them to be).
Mutated hull on the Rhino is critical.
The Daemon Prince won't last two turns against Broadsides. I'd drop him and get a second squad of Rubrics. Granted that they're slow, their ordinary bolters will still do damage to static Tau. You don't need many CC specialists against Tau anyway.
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard
Thousand sons would do fine vs tau. I would bring a defiler with indirect, don't take warp flame as he's going to shoot you. Bring lots of Thousand Sons marines. Back them with Flamer, and bring at least 1 unit of screams if you have them. Screamers will tear Tau too pieces in HtH. Deploy on 1 flank, then get teh Screamers in there (be careful with the Hit and run) and cast the flamers so the HtH combat is blocking LOS. Make him move. Consider deep striking rubrics to deal with the broad sides. I'd bring a Lord of Change if possible, keep him in check with daemonic chains and release him when necessary.
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My hope with the Daemon Prince is that between moving from cover to cover and being tweaked for survivability (high T, D Rune, Inv. Save, D Essence) he'd be able to reach assault range at which point he should be safe; unfortunately that may just be wishful thinking on my part. Regardless the Prince is also one more hard to kill thing for him to shoot at instead of the Rhino and considering that as my list stands now I'll be starting with only 4 models on the board that seems like a good thing (though I may strip him down some, remove all the offensive upgrades).Originally Posted by Intrepid
As for more Rubrics, I've never had much luck with their long-distance shooting (8 bolter shots, even with 1-2 bolts of change, just aren't that effective) and by the time they reach rapid file distance it seems like either everything will have gone well and they'll be redundant or the plan will have failed and they'll be about all that's left. As I said, I'd like to take another squad but I can't see how they'll fit in to the overall plan (at least compared to other options).I would love to bring a Defiler that I could safely hide behind a piece of terrain (or even two), it would let me change the whole strategy, hiding my force and making him move and come to me; unfortunately I don't have the models. Same problem with screamers, though I can see how incredibly effective they could be (I may just have to get a unit). Lord of Change is in place (with Daemonic Chains, of course ) and I'd wondered about deep striking a unit of Rubric Termies behind his lines, but I worried about their ability to survive the initial hail of fire and about what to take out to fit them in.Originally Posted by MouseC112
And thanks both of you for all the tips. You've both given me a lot to think about, I'll have to go take another look at my list.
I don't understand why you use a Rhino with your Thousand Sons. Don't they have Slow and Ponderous, so they can move steadily towards the enemy and still fire every turn?
Definitely try NOT to use a Daemon Prince, because any bad luck is a lot of lost points. I killed a TSDP with Tau in a tournament once, in the first turn. The kid almost had a heart attack. Rune is way too expensive, the Prince is just too far of a long shot. The Lord of Change is more than enough.
I would suggest many Rubrics. Tau's deal is that they don't hit but half the time, and even then you have 2 wounds a model to deal with it. Take a crapload of Rubric Marines, a pair of Sorcerors to target vehicles with Bolt of Change and Thrall Wizards, and maybe a Predator.. it's going to be a game of attrition and you'll need a lot of Wounds. Daemons are definitely the way to go, too. Many hearts to beautiful Tzeentch Daemons... drool.
Anyway, charge the middleground and gun down all the Battlesuits you can reach. Good Luck!
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