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I have my next campaign match coming up against Tau. I would like to thank everyone who helped me bring down those nasty Monstrous Creatures. I don't know all of his list but I have seen him play, it looks something like this:
1 HV8 Crises Battle SUit with Drones-not sure if this is actually his HQ, may use something else
2 teams of Fire Warriors (12 each)
1 Team of Kroot (20)
1 Team of Tau Pathfinders
1 hammerhead Gunships
Overview My List
Sternguard (No Combi-weapons) 10
Dreadnought w DCCW, HF, AutoCan
Terminators w/ PF and SB (5)
Assault Marines w/ JP (5)
Scout Snipers w/ Heavy bolter and cloaks
Devastators, 4 ML, 8 marines total
3 tactical squads, 3 flamers, 2 HB, 1 MM; one goes in a Rhino
The match is 2000 points.
I have never played this guy before, but I know he is good, he plays a lot and is around a lot, very friendly guy though. Also, I have never played a Tau army before.
From my research I gather the most obvious choice is to get into assualt ASAP.
Also I know Tau have a 30'' range. Not sure on the AP? I heard its AP3? Is that true? Do they have any abundance of weapons with AP3?
Also, the market lights, I hear they are annoying as well, any advice on dealing with them?
I figure deploy as close as possible in cover with some tactical squads. Foot slog my termies acroos the board, JP my assualt marines. Hopefully these two units can close in on his Fire Warriors. Load up the sternguard in the land raider and drive them up for an assualt w/ Pedro; I will be assaulting into his castle, but Pedro will give the +1 attack to everyone.
Or should I use the Termie and Assault marines to assualt his 3 broadside? Should I Deepstike them right next to him, hope I make my saves and don't scatter?
Pedro will use Orbital Bombardment on his "castle" that he deploys in. Hopefully scater dice are good to me, (my army is painted after all.) Or should I put the sternguard in cover and use my 30'' range shots. Devastators will focus on the Hammerhead.
Pray I can get my dreadnought into CC with his kroot. Can they hurt a dread.
Also, I think i heard that Tau have a marker light that can negate cover and smoke, is this true.
Use the tactical squad in the Rhino with the MM to try and get up close to pop his tanks.
Is this game plan seem sound? Any advice is much appreciated.
"For Plunder and Women!"
Bretonnians 7500, Empire 3300, Dwarfs 4800; Space Marines 2000, Tyranids 3000
hey, nice to help you out again.
You are correct that you want to assault them as soon as possible. Tau dont do so well against close combat.
Your biggest concerns if I remember correctly is that Tau vehicles if they take it, makes you use the night fighting rule. so your long range fire will be not as effective.
Your other concern is that Tau will pretty much own your vehicles as their long range firing line will ruin them.
I believe they are AP4, but streghth 5 on the fire warriors.
If you have drop pods it would help you alot. as you disrupt their firing line and your already up close and personal.
use the flamer on the kroot. you will probably kill them all this way. (not the dreadnaught's heavy flamer.)
your best bet is to go your max speed with your vehicles and pop smoke. Hopefully this will get rid of most of the firepower hes going to have on your vehicles 1st turn. then on 2nd turn, you can move and shoot regularly since you should make it to range to all the shooting.
I suggest you read the part about jet packs in the BRB. tau's jump infantry uses those. so dont be surprise when he jumps out the way.
Make sure who has the gear that let them use night fighting rule because I really forgot which has it. cant stress this enough. Hate shooting and realise I actually dont make the shot.
I would concentrate on the broadside first. They will be pretty annoying. terminators probably wont make it to assault so your best bet is to use your assault squad.
Sorry I cant be of much help this time around, only had 3 games against tau before and all player were pretty new. that and I ran my blood angels, so getting close and personal fast with little vehicles to worry about really put the pain to them.
Tau have been left behind by time really. They have two really good units, the Broadsides and Crisis Suits. Broadsides have twinlinked railguns, Crisis Suits have twin linked Plasma or Melta or whatever he built them with.
Tau Infantry are bad. They have poor BS, T, S, I, everything! And if he only has one Devilfish you basically just won any gametype with Objectives!
Tau love shooting at Land Raiders with their Railguns. It just seems so cool when they show off about this pretty rare bonus. But seriously, if you go first pop smoke, if you go second you've probably lost the vehicles. Markerlights boost their bad BS, but he only has Pathfinders to do that. They get eaten nicely by Sternguard with Dragonfire bullets (and Kroot die even harder!)
Fire everything anti tank at the Broadsides (do they have a 3+ or 2+? If it's 2+save your Kraks for something better, maybe the Devilfish to leave him stranded for good. You don't mention Crisis Suits but they rock hard, shoot them if he has them), the Sternguard at the Pathfinders if you care about your vehicles living.
If you don't care about your vehicles living then just claim objectives and win. Against Tau some of your things will die and you have to live with that, but his Troops suck and you need them in 5th. Deepstriking behind his lines will make him wet himself, but it's more the threat of that than anything. TH/SS Terminators will just laugh at Railgun shots by the way, so you should probably put them on the table and use them to scare him while the Sternguard do the real job.
Hope that helps, have you written a battlereport about your Tyranid match? I'd like to read it! Try-gone, lol
The biggest threats you are going to face will be the suits, both Crisis and Broadside. He is going to have to try stay mobile because, as good a shooting army as the Tau are, they don't have the ordinance to play a "Leafblower" style list and, as we all know, they can't afford to take an assault on the chin. He is going to focus on killing your transports first, so say goodbye to your Land Raider now.
You really shouldn't be all that scared of Fire Warriors or Kroot. In the case of the former, yes, it is the longest ranged and most powerful basic weapon in the game. But the AP on it won't scratch your Armor Save (I don't want to post up the stats because of copyright infringement) but the Fire Warriors will only be hitting you on a 4+. As for Kroot, they're a tarpit. That's it. Yes, they have two attacks base, but they are thoroughly lack luster at any thing else. This being said, DO NOT let them assault your Dread, because they WILL tarpit it for the remainder of the game. Besides, your Dread has more important things to do. Like hunt Suits.
Depending on how exposed they are, you may want to kill the Pathfinders first. They are a force multiplyer because they allow the entirety of the rest of his army to perform better. Each Marker Light hit will either increase the BS of a unit firing at your unit (i think it's only a boost to one unit, but don't quote me), or decrease your unit's cover save by one. He will probably try to markerlight a unit a turn, and do everything he can to wipe that unit from the board in a single turn of shooting. So killing the Pathfinders will make the rest of his army more unreliable, but if you have the opportunity to kill a suit squad, or his Broadsides, jump on it. He can't improve something that is already dead.
On a side note, do you have a drop pod? Because, depending on how his deployment is, podding your dread next to the Broadsides may work out well. Just make sure to drop close, and then disembark on the opposite side of the pod from Broadsides, and still pop smoke. Yes, there is a very good chance that your dread will die, but it will take the shooting pressure off your other forces, and this way he has the posibility to kill one of the most dangerous units he has. If you have make combat with those suits, they are toast. Besides, a lone foot-slogging dread isn't probably going to do all that much anyways, and will still wind up dying to Railgun fire.
Anyways, let me know if you have any more specific questions!
I'd personally drop the Terminators and land raider for more sternguard and a drop pod for each unit of them
Just my taste though
WORSHIP THE VINDICATOR!!! (And a Drop Pod full of Combie-Melta Sternguard never hurts either)
How do you lose to tau as an SM player lol i dont really know as soon as you lock in combat its GG for that unit you locked basically id send your assault marines after his battlesuits because of there jet pack ability to shoot then hide in cover.
Cover is always your friend against tau. Put you scouts close to his brodsides in cover hopefully a building 3+ and you can knock out his broadsides.
id drop the terminators and make your assult squad a vanguard veternsquad of ten men with mabey a couple power weapons to kill faster or just no power weapons 4 attacks on charge per guy i think with a jump pack chaplin with a power fist is what id do. Fast attack assault units play to the weakness of tau. you will arrive in combat on turn two and destroy any tau squad in the first combat turn.
imo Dreadnoughts are terrible vs tau they get wrecked turn one. or the turn they come out of a drop pod ethier or one broad side.
3 brodsides will wreck exploded or make a land raider useless in one turn by stats. while with a ten man troop squad he might kill 3 of 10 of your vanguard vetern but you have 7 more to go into assault with getting a whoping 28 attacks mabye some power your choice with chaplin reroll to hit and dead. also you could buy 2 storm shields for the squad 3+ invunerable.
Drop pedro, the dreadnought, the landraider and the termiantors costing around 745 pts
take the vanguard squad with two power weapons with chaplin like i said with jump packs and take a command squad with all power weapons and with all storm shields on bikes with a captain with relic blade and storm shield for around 750 pts.
mabye not your play style but its a devastating fast attacking list both squads can ignore any shot in 40k the command squad has feel no pain and toughness 5! each unit in both squads has around 4 attack on the charge the vanguard squad rerolls to hits. the command squad can turbo boost. beast as heck.
deepstrike a terminator assault squad in with storm shields and thunder hammers this is the only time i would deep strike over using a land raider. if your deepstrike land on the dot you will be in assault on the turn after they deepstrike with maby only one or two of them dead. make the squad size 10 termiantors by using the points gained from droping the land raider this tactic will be the hamemr of our army and very effective. this is probably the smallest change you can make that will make the best results imo and it wont change your army list that much. AND you can combat squad them if the squad loses no terminators and go after two diffrent squads probably wont happen but if it does gg that turn.
His normal weapons are strength 5 hes bs 3 with marker lights. hes not using many ap 3 weapons his ap 3 weapons are the rail rifles from his pathfinders which hes not using, ion cannon on the hammerhead which he could use, vespid rifles which hes not using, seeker missles which he has but wont use on 3+ troops i think not. thats it. Tau are mostly ap 5. their strength is useful against high toughness which marines do not have.
These are my opinion tones of units and combos will own tau its because they need a new codex asap.
Last edited by SergeantTelion; November 24th, 2010 at 02:42.
Space marines 6 dread army Wins: 4 ties:2 Loses:7 Modified Standard nilla marines Wins:37 Ties:8 Loses 42 Daemonhunters Wins:3 Ties:0 Loses:1 Full assualt concept army wins: 6 Ties: none Loses: 2
Tau Broadsides have a 2+ save throw, GoliathX.
The thing to remember with tau, and it seems really with your opponent, is to take out all of the battlesuits as fast as possible, then the pathfinders, then hammerheads(these can be switched with the Pathfinders if they start doing damage), and then take out whatever you feel like. The Tau's main weaknesses are that they have no close combat weapons. Also, the tau have no invulnerable save throws unless they have shield drones. But the key to beating the tau is killing off the XV8s fast. These are the main power behind any tau army list.
Tau Empire: We never stop hiding from you
@ GoliathX Here is the link to the BatRep for the tyranid fight; it may be a little confusing, as this was my first batrep.
http://www.librarium-online.com/foru...ign-match.html (Ultramarines vs. Tyranids 2000 Point Campaign Match)
@Sergeatn Telion Unfortunately since this is a campagin match we are not allowed to change our list, otherwise I would def take some of your idea into consideration. When I created my list I opted for a balanced approach that would allow me to fight all opponenets and all game types and have a chance to win.
@Taubeast THANKS for giving me the PRIORITY to kil list. I was actually going to ask about that; also I think only his HQ has the 2 drones.
So here is the ranking I have
3.) Hammerhead & Devilfish
4.) Fire Warriors
As far as tactics; I may try and run the dread into a group of fire warriors, I wouldn't mind getting locked in combat with him for the rest of the game, or Kroot for that matter honestly, since they all get two atacks, that could be rough.
Termies and assualt amrines will try and close with his Broadsides.
I have quickly learned that the LR is a damn bullet/plasma/lascannon/missile magnet; in short, I am very aware that it will DIE
Smoke on the Rhino and LR will also defenitely be used turn one.
Im really hoping for Objective game.
For pedro use of the Orbital bombardment, would it be wise to try and pop his Broadsides with it, since it is so powerful, one unsaved wound and they are gone. Or should I try and take out a horde of Fire Warriors with it?
Can anyone verify the night fighting rule Kakuzun mentioned? Is this some special ability they have?
Thanks to All for the Great Feedback!
"For Plunder and Women!"
Bretonnians 7500, Empire 3300, Dwarfs 4800; Space Marines 2000, Tyranids 3000
All you really need to use to defeat Tau is a bike army. A couple of scout bike units for alpha strikes on his vehicles (basically a powerfist delivery system) and then lots and lots of bike squads. Whirlwinds can also help, if you expect to have enough cover for them.
Taking vehicles against Tau, even Land Raiders, is asking for a railgunning.
I think he is talking about stealth suits and sniper drones. These units require you act like it is night fighting regardless of whether or not it is night. So basically, you roll your 2D6*3 every turn you want to shoot at them.
Also, the battlesuits have accute senses, so don't be surprised when he is allowed to reroll his night fighting (in dawn of war 1st turn, of course)
Also, guessing anything, he is going to have disruption pods on his vehicles. This means that if you are more than 12" away, he gets a 4+ cover save, regardless of if there is actaully cover b/t the two of you. so it is much better to assault them than shooting at them. If not assault, then shoot at close range
Last edited by Vodimier; November 24th, 2010 at 14:35.