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I recently had a game where my opponent had an HQ with a positional relay, which lets him select one of his reserves that turn and have them arrive on a 2+, but no other units can arrive that turn.
So he had his HQ hiding out of line of sight, occasionally popping out to use a missile pod and pop back in, with 2 broadsides deployed to hinder my chimeras that were trying to get to the objective. Each turn he called in a cheap squad of harrassers, then on turn 5 the entirety of the rest of his army, outflanking kroot and fire warriors in devilfish, arrived from reserve automatically, contesting my objective and claiming his. It was spearhead, so it was an even longer distance than normal my troops had to march to get to his.
He went second, so it was basically a no-win for me from the start.
Your best option against this kind of tactic would be to take the drops troops doctrine. You have to kill off that HQ. So I suggest keeping an entire platoon in reserve. The turn it arrives drop as much as you can on his HQ to stop him from benefiting from that rule. Drop troops is our most effective way of dealing with the pesky tau "hit and hide" tactics.
I'll never forget the look on my opponents face when I dropped a platoon command with 4 meltaguns and 2 other infantry squads right next to his crisis suit. I used the regular squads to rapid fire down his shield drones and then instant killed him with the meltaguns. This also served to have 3 scoring units right next to his "base" in a capture and control mission. combined with some outflanking sentinels to tie up his defenders, my deep strikers didn't even get shot.
Since our squads are so cheap you can be a little more daring when placing them also. It's not like you're going to lose a 200 point terminator squad to a bad roll.
Once you take care of his HQ everything will have to come in normally, so be prepared to face an angry horde of kroot. But since you will have a better chance of knowing exactly WHEN they're showing up you can take precautionary measures, like moving your basilisks and infantry squads more than 12" from the board edge to avoid assaults. Kroot tend to go down amazingly well against lasguns.
Hope that helps.
Ah i have used this as tau myself and it works well though it does have some weak points. As was pointed out in the previous post if you kill the HQ the positional relay is gone. This means the entire army has to come in on normal reserve rules.
That is not going to win you the game alone though. He will still be able to bring in units and the tactic (ninja tau, very creative whoever came up with that one) focuses most the army on having infiltrating deepstriking and outflanking troops.
This means that even though the army is coming in with a lot more managable chunks you still do not know where they will be coming in at.
The two biggest hits you can do (with any army not just guard) against a ninja tau list takes place before the first turn. You want to clump up objectives and preferably have them as far away from the board edges as possible. He is likely to put the two objectives in opposite corners on the board.
The list relies heavily on kroot outflanking on the board edges and coming in to grab those objectives near them. That will be his main scoring strategy.
The second thing you want to do is give him first turn. I know a lot of players are always trying to sieze the initiative to go first and fight for it. However with a ninja tau list he wants to go second. The reasoning behind this is because on turn 4 everything he has comes in on a 2+ his entire army is coming and since your turn 4 is over he gets an entire turn of free mayhem.
You then get turn 5 to react and he finishes turn 5. This effectively can limit you to only a single turn to do everything you need to.
I had a guard player actually use 3 basilisks and mass mortars against me but then he specifically custom built the list to kill me. One failed armor save and poof went my HQ with relay.
The drop pod trick might work but there is ONE issue. That HQs job is to survive. He has geared it out with feel no pain, invuln shield drones and probably threw it in a building. (possible 2 plus save iridium armor as well) So make sure you are careful if there are buildings for him to hole up in he definitely will.
I had this problem in a tourney game, and came up with this answer - flood the sides of the board with your troops, spaced 1.5" apart, lining the sides. If they can't deploy they can't come on there. (There's normally a hole somewhere, just try to make it away from the objectives. and, as stated earlier give him first)
This also works along your back edge vs ork commando's in weak points.
You do need a infantry heavy list
heh. I've done this one. with 130 models, you can cover a LOT of board edge. oh boy I got cursed at for foiling his tricky little plan. be sure to put a unit you don't mind getting shot up and/or assaulted on the edges.
another thing to attempt, would be the infantry horde with 2 bassies. both targetting the HQ. then maybe drop a suicide demo charge team on him as well.
I find Tau really don't like it when you drop nasty things from the sky, or use indirect fire from behind walls. (kinda like their Jump-shoot-jump)
Please note, If he can't get on the board (physically place them all on, not within 1" of any of yours - he can't move from the board edge through your models if there's not a gap big enough for them to fit through) He just can't deploy.
I would however recomend discussing the movement from the board edge rules - and pointing it out in the book before the game. That was tourney play, not friendly and you may get a shirty response if done during friendly play. (On the other hand he may stop using that tactic every time, and thus stop just trouncing you without fail which probably isn't great fun - your call)
Alright, thanks for the advice guys. I rarely use drop troops, other than the occasional vet squad, since we use a fair amount of impassable terrain.
ive never had a problem with tau, i just grenade launcher spam them and they run away "for the greater good"
What do you call a lasgun with a lazer scope?
a twin linked lasgun.... HA haha haha
And have you ever fought someone using that tactic? If not, I don't see how that has any bearing on anything.
When I did something like that, I think it was vs chaos. I'd beaten the guy 3times in a row, so he wanted to play guard, and was gloating over how he was going to infiltrate and tear me a new one. so when it came to deployment, I chose 2nd, he didn't deploy, wanting to rush on the board with bikers, chosen, and summon nurglings, after I had deployed. I was playing the ALL Light Infantry company, so I did something rude, and surrounded the board edges.
the previous time, I'd let him set up, then I infiltrated, and because I had first turn, I ate his chaos boys for lunch, with a split deployment. Missile Launcher / Grenade Launcher line squads in one corner (about 8 of them), and 3 Vet squads Lascannon / 2 plasmagun in the opposite corner, near to a Nurgle marine squad. I think he actually "won" this one, because it was Kill Points. I had 18, he had 8 going into it. basically, as long as 1 unit lived, he was probably going to win.
It is fun to see a Chaos Lord run from Guardsmen and hide in cover...