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I are playing a 1500 points game vs Tau on Saturday and I was looking for some pointers.
We will be playing a standard mission (not city fight unfortunately) and well I have a track record of 3 losses 1 draw vs Tau. Whats more this game is part of a series we will be playing for a Campaign in a local game store... there are 8 people and winners gets a battleforce.
Now I now they are shoot bastards although I dont know how that guy plays but I still think I should minimize the distance I have to travel irregardless of mission to avoid being shot to death by their 30'' weaponry on even the standard troops.
Now I include what I own so you peoples (especially recall number 6 and hammer being pretty good with tactics and DH) can offer advice and a possible list to use. I have noted as my army being DH + possible WH allies.
NOTE: We are allowed to proxy, so I can use ISTs as extra sisters or the opposite and also can say 1 rhino is a chimera or whatever
2 x Rhinos
1 x Witch Hunter Immolator
3 x 9 GK + Justicar
4 x Terminators + BC + GM
1 x Land Raider
1 x Callidus
1 x Eversor
Inq Lord + Full retinue (I ussually go with the idea of shooty inquisitor 2 x HB 1 x PC and Inq lord with Psycannon while having the rest 9 retinue to soak wounds)
11 x IST + 2x Sergeant
20 x SoB (and various special weapons etch)
3 x Dreadnoughts
9 x Seraphim + Superior
6 x Arcoflaggelants (+ priest)
Now what I though as a cunning plan was to field my shooty inquisitor as usual and place him somewhere with 4+ cover save for ranged fire support (36''). That also brings in the Callidus who should bring her points if fielded correctly and could help out bring something into view with whisper in your ear if I win first round.
Then I though why not field 2 squads of ISTs to cover my troop choice (just 5 men) and one rhino. Also give the rhino group a Teleport Beacon.
Then FA I put in a dominion squad (meltas) and 2 x FAGK.
Lastly... 2 x Dreadnoughts...
Now the list I mention has this as a concept.
First round on the table I have the dominions in their transport and 2 x IST units as well as the inquisitor. Assuming I play first the two tanks move ahead 12 inches and use smoke launchers while being relatively close to each other forming a /\ so the troops (if the vehicles get destroyed can stay behind their cover.
Now the reason I spend points on ISTs and keep em so close is to free my actual GK for FA option. What they do when they arrive is... they use the teleport homer already deployed and land about 16 inches ahead which means they dont have to walk openly for 3 turns and they deploy where I want them.
Last but not least the dreads will probably die quick but the opponent has a choice between shooting my transports or shooting them.
Again I think I will probably lose this battle if he plays well no matter what I do... cause its gonna be crazy difficult to get close to him and well... thats the whole point.
So any input? if you can and have the time, please feel free to explain strategy and ideas as well as provide a 1500 point list to go with the idea of how to beat that guy.
Not sure if your tournament rules require you to have the same list for all comers, but here I go...
The tau are built for massed fire, mobility and tank killing. The immolator will likely be blasted into its basic components on the turn after the land raider is, providing he has the usual compliment of hammerheads and broadside battle suits.
To attempt to mitigate this, I'm going to suggest something that sounds counter-intuitive, and which I'm sure other posters on here will disagree with.
The tau, like the guard, rely on a gunline, consisting of dozens of units, fire teams, and vehicles. These units can only occupy a limited space.
Refused flank might assist you here. Three dreadnoughts marching up his right flank (how did you get three of these and a land raider though? I thought they were hvy support for daemonhunters?) will give him pause, and cause him to cram his troops up. As they're tumbling over one another, you'll be able to charge on in and forward and he'll be forced to reposition himself closer to you.
Given that they'll have to hinge, make them pay for it, position the Inquisitor in a fall back position to denude the tau of the idea that they can move across the board unhindered, but not in a position where he becomes the whipping boy for the rest of the gunline.
You got me wrong.
First off its not same list for everything. Its basically a campaign based on the equivalent Fantasy boxed set that allows for people to built fortresses etch... mighty campaigns or something I think its called.
So we just have 8 people competing for land. whoever gets 8 lands or utterly destroys an opponent wins. Every week we have -1- movement and it goes on like that with people challenging each other etch etch. So for every opponent u can use a diffrent list.
Onto your other point... about 3 dreads and land raider... well no...
what I posted are the models I OWN. Not the List I wanna use! I posted those so that anyone that proposes ideas or lists doesnt say something like "use 10 squads of inducted with Leman Russ etch" the afformentioned are the models I have and can use for these fights... so you can propose a list or tactics based on what I have there!
Also keep in mind... -1500- points... hard to put 3 dreads, inq + shooty, land raider, 2 x FAGK, dominions AND ISTs in that amount of points ...
anyways... still waiting for more input! the battle is tomorrow at 120.
Its actually very possible to put Three Dreads a Land Raider, Inq. Lord, IST, and FAGK.If you don't go nuts by pimping out your Lord, or really anything else its very possible. Take a look at the 1500 point armies in the army list section. Like Spook2k5 said nothing armored is going to last long, so footsloggin is your only real option.
If he is taking Hammerheads or any other Tau tanks making FAGK squads with a Justicar and Meltabombs you can DS behind his tanks and stick it to him. I think Seraphim fill a similiar role, so its kinda up to you.
You'll want to kill his stealth squads if he takes them, they are the medium sized robot with some really annoying abilities that allow him to pop and of cover kill some models and go back in.
I've only fought Tau a couple of times but that's what I can give you, good luck.
Digamma Decimitio Duodecies-Death Destruction Doom
Against Tau I would suggest the use of the Eversor assasin since it can infiltrate and has a large charge range. An Inquistor Lord and retinue set up with hb,pc,psy so that you can out shoot his 30 inch guns are another idea. First thing you want to concentrate on are anything with an armor value. Even his pirahnas are deadly as we can't shoot them head on with storm bolters. 3 dreads armed with TLLC and ML should be a priority to keep alive. As man Tau players play mech. heck throw in a landraider too, (HQ transport) and add more fire power/ armor choices to the mix. If you wipe out his vehicles nothing is usually left but fire warriors which one ore two squads of Knights can usually mop up though no guarantees on that.
I'm not here for the respect, just here to spread the clarity of a very complicated game
For me, at least, Tau are currently the most difficult opponent to handle. They trump the DH army in mobility, speed, and firepower. The only advantage we have is in assault, but that's the usual Tau weakness anyway, and a good Tau general already knows how to mitigate that weakness by playing to the Tau's many other strengths. The only way to beat Tau is to disrupt their mobility enough that you can get something, anything to assault their lines. If you can stall a couple of units, you have a chance. But if you can't pin them down, you might as well just concede the game.
Terrain is the single most important factor in every game against Tau. If you have any control over the terrain, be sure you get good amounts of impassible and area terrain on the board. Don't leave too many clear sight lines. Don't settle for anything less than the recommended 25% coverage. But more can often be better (though, of course, terrain also helps the Tau's frustrating jump-shoot-jump tactic, too, so balance is important). If you're on a low-terrain board, you might as well just concede the game.
Beyond that, tactics will depend upon the exact composition of the Tau force. If you're lucky, it will have a large static component, in which case you can actually do a decent job of shooting up their infantry and broadsides while threatening an assault. If the army is virtually 100% mechanized, you're in for a real fight.
No matter what you do, do not allow the Tau to isolate a unit of your army and pounce on it. Turtling and other conservative tactics are your friend here. Ideally, you'll have an objective-based game, which will give you clear places to attack/defend, and you'll have an easier time predicting the Tau's movement.
Hard to know what kind of army list to put together to fight the Tau. The DH are just so ill-equipped to handle them. Even mech Eldar are easier (for me, at least)! Given my playstyle, and your models, I would probably do something like the following...
[300 pts] BC, psycannon; 4 GKTs, psycannon
[50 pts] Inquisitor, psycannon
[120 pts] Callidus Assassin
[275 pts] 10 GKs
[275 pts] 10 GKs
[241 pts] 8 Seraphim, 2x inferno pistols, VSS w/eviscerator
[118 pts] Dreadnought, AC/DCCW, extra armour, smoke
[118 pts] Dreadnought, AC/DCCW, extra armour, smoke
Total: 1497 pts
I don't know that this is ideal for your or your opponent, but it's what I would build. The Callidus, Inqusitor, and Seraphim are the primary disruptive elements. The Seraphim, in particular, are your primary armour hunters. The dreads can target piranhas, devilfish, and battlesuits. Hopefully, with the Seraphim and dreads being the obvious threats to Tau mobility, they'll provide enough distraction for you to get your assassin, Inquisitor, and Grey Knights on the attack without suffering too many casualties.
In virtually all games I run my GKT HQ as shown, footslogging. Against Tau, I might deep strike, but it would depend entirely on the game, terrain, and opponent. You might get more mileage dropping in and using those psycannons for all they're worth rather than using them at range and letting the shrouding keep them alive. Just remember to never ever strand them, or any other unit, alone.
From your model list, it also looks like you could probably make a decent WH list, but I don't have any experience playing sisters-heavy.
Report back with your success!
ninjabackhand: point and click, again, really? even after i give you an military term "shock tactic" you still call it point and click.
RIP Warhammer 40,000: 21 Sep 1998 - 24 May 2014
I actually won!!!!
Solid victory too.. about 100 points of massacre!
I will post details later but it was heck of a fight... furthermore I had selected All Out Attack so I got 6 Empire Points for the round giving me the opportunity to buy two lands and two mines... hence next round I get 4d6 x 10 extra points to spend in fight as I see fit (so if I get 4+2+6+3= 15 x 10 = 150, I get 150 extra points I can use in any fight... so opponent may have 1500 and I 1650 ).
Political language is designed to make lies sound truthful and murder respectable, and to give an appearance of solidity to pure wind.
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