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I am having a hard time dealing with a Tau Mech army. In an average game of 1500 I am dealing with about 4 to 5 vehicles. Smart Missiles are highly annoying and the move fast rule is causing me all levels of grief.
I have tired a mechanized army... to no avail. I have tried an all foot army... again to no avail. I have tried mixing it up, I have tried adding an Inquisitor with a LR, I have tried Celestine... nadda.
My problem is getting to close range with the Tau... When I got mech... My transports are knocked out first thing every time. Even with Smoke, the rhino front army only being 11 means that I am eventually glanced to death.
I hate Skimmers. I have tried 3 Exorcists and then 2 Exorcists and 1 HB Ret squad... no good. Rail Guns eat Exorcists. I can't control the primary fire lanes because all that happens is they hide the Hammerheads and DFs behind cover and then move out on their turn. If I hide... I move and wait... I can only possibly get a glance so I have to hope for the best in my number of hits and good glance rolls. Course... Piranhas usually roll in from a flank and end my Exorcist fun.
Meh... I am having a very difficult time with Tau. I hate skimmers.
I can field nearly every unit in the codex mins the Arcos and Pentient Machine... sorry hate them both. I can take Guard as Allies as well not that its helped so far.
How do you deal with the skimmers?
This is my siggie! It is all pretty and stuff!
Tau are experts at taking out vehicles.
The best thing to do I'd say is get yourself some heavy bolter retribution squads and seraphim for anti-tank.
Legion Of Everblight: Abyslonia
Protectorate of Menoth: Grand Exemplar Kreoss
Hmmmm... Dont think that IG can help you here. I think that you can go with 3x Seraphs with Meltas/Infernos and/or 3xExos - well, these are your only AT choice really. Celestians with MM can try to deny some paths for his skimmers. MM Immis can also add to tank-tagets on the table (and can carry MM Celestians) if you go Rhino-heavy. With all thos tanks moving 12" and smoking, next turn you can move 6" and get some shots - good one I hope...
If you ally with Demon hunters and take a DH Inquisitor (or Lord) with Emporers Tarot, then you may get to choose who starts first. Meaning a turn that the sisters get to charge up the board, or alternatively a turn that he has to start, and all your units are hiding...
What's the typical vehicle build you usually face?
I wouldn't recommend basing your strategy on an Emperor's Tarot
The correct solution to a mech Tau army is either another skimmer army or an infantry based force loaded out with long range AT weapons. Neither of those unfortunately is something the WH can field. As a result the sisters and their allies struggle more than most against a well-played fish army.
I find that the best counter is not to play the game, but to play the meta-game. You want to set things up such that some of the Tau advantages of firepower and mobility are reduced. For a start put down a lot of terrain. Stick as many of the biggest pieces of terrain as you can get in the centre of the board to completely knacker lines of sight. Place the terrain in a nice grid pattern with just enough space for two Rhinos to drive abreast between it all over the board (you need the wide streets to prevent KO'd Rhinos from blocking your own troops). Cities of Death stuff is brilliant for this. With all this it will actually be possible to hide your Rhinos and move up under cover instead of vainly charging the enemy lines.
Second if you use missions go for ones that force him to come to you a bit such as Recon or Take and Hold. Normally sisters are not too good at these missions due to their lack of assault ability, but since Tau are even worse that won't matter. He will either have to commit some forces into the board and into range or hand you the mission objectives.
I think that H5 is basically correct, but I have always been able to topple Tau with Jump-Packers. Jump-packers might be considered a marginal solution, but it always works for me. I haven't lost to Tau in years, though I think that was only 4 games.
Two Jumping Cannonesses (or Celestine) and 3x Seraphim.
Once I get into CC, it disrupts him so badly, he can't regain his balance.
I do like Retributors against Tau. Rets make it painful for him to reveal troops, thereby allowing your troops to take the center without fear of taking fire from the full brunt of his army. Your girls can take the center on foot. There is no hurry.
I'd only use a couple vehicles at most. He'll just kill them.
I take my time, carefully taking ground, while minimizing his long-range LOS.
I don't mind an even shootout once I get close. In fact, that's what I want, because I'm a lot more durable.
I'm comfortable taking asymmetrical losses up to a few hundred points up until about turn 4, when my Jumpers start making CC. From that point, he crumbles like a house of cards.
I give him a big fat squad of sisters to chew on so as to think he's actually winning, heh.
I'll even give them 2 stormbolters to shoot back a little challenge, so as to disguise the fact that they are really just bait.
If he spends his game hiding on the board's edge, then I take the center with a horde.
If he commits, the Seraphim will catch him. It's a no-win for him.
I love playing Tau. It's always a glorious come-from-behind smear.
I own a lot of Seraphim.
Sisters Repentia: Wow what beautiful models! Wow what terrible rules! -stjohn70
Yes, like Red above I usually go with Seraphs, although I can only do two squads at this moment. Might need to get a third box I guess to be able to field 3x6. Not sure if I ever went with 3xExos yet, but 3 Rhinos plus 3 Exos could possibly work if you can get the first turn and fire at Exposed skimmers before they move. I did that once - two dead fish in turn one
also to deal with mech take small units of deep striking storm troopers with meltas it helps even if they only take out a 1 or 2 tanks
Can our IST deep strike? I do not think so... Speaking of IG allies?