Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
Ive been having some trouble playing the Tau! Does anyone have a good strat for these unclean bastards?
Don't play space marines. GAAAA! Sorry I'm being a troll. I play Imperial Guard. Coming from the perspective of another "firepower" army, I can say that the scariest space marines are the ones in drop pods. Deep striking with your "controlled decent" and all that stuff you have, right in his face would take away almost every range and fire power advantage Tau have which is all they have. I would load up everything in pods.
My one encounter with Tau was both breif and successful. Admitted the lad playing them was as inexperienced as i was at the time, but after a 5minute shuffle through his codex i saw exactly what was needed before the models came out.
Avoid armoured units, they can tear through AP10 - AP12 with ease (well, anyone that knows how to use tau will make it easy). Instead opt for devvies in 3+ cover with launchers and several squads of assault marines. Tau die quick in close combat, so get stuck in there as fast as possible. Once you get those assault marines moving forward, your opponent should consider those the greater threat and fire on those, so keep them in cover while you move into their firing lines, all the while flank with tactical squads and you'll be laughing.
Let us know how you get on mate =)
Whirlwinds do a number on tau, and try to focus on the big guns first. if you have it, a vindicator will make very short work of any battlesuits, as will lascannons. use heavy bolters and assault cannons if it is fire warrior/pathfinder heavy.
This is still coming from a guard perspective but it is the same weapons, so...
as a tau and space marine player i think i can give some insite. as a SM player, do not worry about the kroot or fire warriors. use one or two units to occupy them for the first couple turns of the game. the comon misconception about tau is their tanks are what really help win them games. the real back bone of every tau army is its crisis suits. there have been many games where my tanks have been nutralized from turn one, yet i still have won thanks to my suits. once you can kill a tau generals suits, its game over in most cases.
what i want to caution about though, is dont underestimate the tau's tanks or core infintry. they can still deal a lot of damage, capture/contest objectives and generally wreck havok.
the most feared unit to play against when i play tau is a full dev squad (missles or las cannons) in cover with good lines of site. it really puts a tau player on the defensive when trying to ovoid those guns. after the dev squads its drop pod marines with meltas or plasmas. they really wreck havok on a tau players shooting line. but, due to the high mobility of a tau army the drop pod marines can be easily taken care of if they come down piece-meal or there are not enough of them.
as far as assult marines go, their not that big of a deal unless you have 2+ full units of them and you press them all up one side or another. with all the high strength weapons they can bring to bear and kroot counter attacks, they are normally taken care of with little effort.
one last thing is dont take vehicles of any kind! any good tau army has about 3+ multi-purpose units that will eat any space marine vehicle. the only semi-good choice would be a land raider. but even then, the amount of str 10 ap 1 weapons tau bring even chew them up pretty good. hope this helps.
Last edited by greektlake; October 27th, 2008 at 21:48.
Never give up. Never give up. HIT, HIT, HIT, HIT!
Tau are underpowered as it is. Play small points games and you'll see what i mean!
Aye space marine vehicles (besides drop pods!) don't last long against tau. Even their basic unit can kill our rhinos/razorbacks/landspeeders so the best way to destroy the tau is either drop pod lots and lots of stuff or just bring lots of tac squads. Drop podded dreadnoughts would be the only vehicle I'd bring against tau, the heavy flamer landing right next to those firewarriors will fry them pretty easily.\
Also Chaplain Chassius in a drop pod with a unit is fun too, either use him to take the few high str. shots that your normal marines can't take or the turn after they land run him off by himself away from the tac squad to put an annoyance in his lines, his guns will have trouble wounding him and in close combat, forget about it. Also with just 1 chaplain against 10 fire warriors you may even be able to get that magical 2-assault-phase close combat to keep him on the offensive.
Also out flanking close combat scouts work well against broadsides and anything else the tau have when equipped with a powerfist
Most Notable Achievements:
Killed a Revenant Titan in one shot.
Killed 900 pts worth of Blood Angels in 2 turns while only loosing 4 pts.
I think the best way to play Tau is H2H!!! A pod list works the best. As a Wolves player, I have my scouts that work behind enemy lines that allows them to come up on my opponents back side up to 6" able to shoot and assault the same round. If you have this option, pending on what all is in your list, if you have tanks then bust the railguns, Broadsides especially, but if you have a lot of men jump all over them Pathfinders or sniper drones, notice I put "Pathfinders" first!!!! I don't have a copy of the Tau Codex, so someone help me here, but if you are playing against the Etherial is that the same as a Synapse creature for 'Nids?? Where if you kill it, they have to roll a leadership to not pull back??
Now if you're playing Mech Tau, Lascannons!!!
Nope, still not done painting yet
No GW, not another price increase!
The most successful I've ever been against mech tau was when I rolled blood angels and got first turn. Devistator squad took down one of his hammerheads before it could move (this was in 4th ed to as soon as his hammerheads start moving they're practically invincible), then Chaplain lemartes and a 5 man death company with jump packs went after his other hammerhead, Lord dante and a 5 man honour guard with three powerfists went after his suits and an assault squad went after his troops.
It's our only non-draw ever (going on victory points).
In 4th ed all it did was downgrade a hit to glancing on a 4+, which is pointless because in 4th ed all hits against a moving skimmer were downgraded to glancing anyway (hence why this upgrade is so cheap).