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Okay, so within my group I am the only guard player, we have two SM players, two Tau players, an ork player, necron player, eldar player, Dark eldar player, a demon hunter player and a chaos player. I have a decent record against them, with 15 wins and 6 losses.
I have general success against most of these armies, my losses seem to be from bad dice rolls, but 4 of those losses come from the Tau players. I have yet to defeat the tau, they just dominate me every time.
I have a game comming up soon, and it is against one of our Tau players. I would like some tips on how to beat these guys please.
My army list:
Uskar E Creed & Krell
Company Command Squad
3 guardsman squads
Leman Russ battle tank
Leman Russ Demolisher
Heavy Bolter weapon team
2 cadian snipers
The particular tau player I am facing tends to bring a bunch of broadsides when he
faces me. He also has two hammerheads, 3 firewarrior squads, a squad of kroot, drones and a Tau commander Shas O'Raly (not quite sure about name, I'm bad with tau names) he also has a few battlesuits from forge world(my group allows FW stuff)
Last edited by Battenfelder; December 1st, 2010 at 17:05.
I play against Tau regularly, so here's my advice. Creed and Kell are a huge waste of points. Don't bother. Also, a lone basilisk really isn't all that effective, a squadron of three or a Manticore is really what you need if you want artillery. The stormtrooper squad is good. Run them as 5 man squads, give them plasma guns or meltas and a power weapon, and send them Broadside hunting. All the HWS are fail. Take one with autocannons at most, put the rest of your points towards some transports for your CCS and vets. Arm them with meltas or plasmas. You really need more chimeras. Big time. The Hellhound is good, they're death against Kroot and firewarriors. The snipers are terrible, find SandWyrm's blog and read his post about snipers. They're really not worth it. Don't be afraid to assault, most of his stuff is worse than yours in close combat.
If he likes to deepstrike suits a lot, spread out your infantry as much as you can to try to get him to mishap. I cut a 2 inch long piece of sprue for just that purpose. If he likes outflanking with his Kroot, take an Officer of the Fleet to screw with them. Be aggressive! Tau hate it when you get up in their faces. Use your tanks (no sponsons!!!) to block objectives and obstruct line of sight. Don't be afraid to run them at cruising speed and pop smoke if you have to. They should NEVER sit still on a turn, ever. Have your stormies deep strike in and assault his broadsides. I do this all the time, and the worst that ever happens to me is they die after tying up his Broadsides for several turns. Every turn they're in assault is another turn they're not blowing up your tanks. Have your sentinels assault the Kroot if they can. They can't kill off the Kroot, but they make a great tarpit.
Really, your biggest problem with this guy is lack of armor saturation. Invest in some chimeras as soon as possible, chimeras are one of the biggest strengths of the Imperial Guard. A vet squad or command squad armed with meltas or plasmas inside a chimera is one of the most powerful and cost effective troop transports in the game. You can get a chimera with a veteran squad armed with three meltas for about the same point cost as a BASIC squad of un-upgraded space marines. Sure, they're squishy once they get out, but while they're in there, they can put out high strength special weapon shots every turn at BS 4. I was reluctant to make the investment at first as well (this isn't a cheap hobby), but I've never regretted it for a moment.
Good luck teaching those blue space communists a lesson!
Who is O'Raly?
I fight tao on a regular basis, 3 of my group field them. I find the best way
To handle them is to smash them with artillary then crush them beneath russ's.
Tao are pretty pants in CQC so get in close with your infantry.
Cut out Creed and Kell, they have very few uses considering their points
Cost. You need at least one more bassalisk and I have found that really
Hell hounds are not as good as a chimera filled with vets with a heavy flamer and
Two flamers, give the transport flamers as well and a HK missle in my opinion.
Nothing special required to beat Tau. A good balanced list should perform just fine against them. Against tau, I run:
CCS with 4 Melta Guns in a Chimera
PCS with 4x Grenade Launchers
3x Infantry Squads with Grenade Launcher and Autocannon
2x Veteran Squads with 3x Melta Guns and demolitions doctrine inside....
2x Vendetta gunships, armed with heavy bolters
2x Scout Sentinels (autocannons), outflanking, with Hunter Killers if I have the points
5x Storm Trooper squad with 2x Plasma Rifles and a power sword (if I can get the points)
2x Demolishers, vanilla with hull heavy flamer
1x Manticore, vanilla with hull heavy flamer
No tricks, just solid deployment combined with torrent of fire and no reliance on any one unit. The storm troopers can drop down, drop a squad of suits or fire warrior squad, survive (hopefully) a round of return fire, and then assault to wipe out another squad. Storm Troopers eat GEQs alive.
I throw a lot of firepower a my opponent early on. Just when they think they might get some reprieve, my vendettas, scout sentinels, and storm troopers attack them from another angle.
It's all about keeping the pressure on.
Last edited by cKerensky; December 2nd, 2010 at 19:53.
Against Tau I would outflank with as much as you can. Get Al Rahim and a big platoon with astropath to improve their arrival. This platoon can take PCS with 4 flamers, Squads in a commisar blob or individually mounted in chimeras. SWS with democharges and flamers. Add in a squad of penal legion and a few sentinels to lock fire warriors in worthless combats.
Deepstriking with small vet squads is good against broadsides and hammerheads. Outflanking Vendettas too have a good chance at taking out his antitank units on their turn of arrival and are also a good way to get veteran squads to outflank.
A line of cheap infantry with AC and GL can hold your home objectives from cover while lending fire support. HWS and the CCS can give them support and keep their morale up by waving a standard.
Quorn! - Protein for the Protein God.
I notice that your armylist has very little redundancy in it. With Guard, it's always a better idea to double up on whatever you find useful rather than bring only one of everything, regardless of what opponent you face.
As for Tau specifically, are you spreading yourself out too much trying to get into close combat? I can easily see the Tau bogging down a couple Chimera's worth of veterans in the middle of the table while their heavy support picks away at your armor. Experiment with not advancing at all: use your Veterans to hold your firing line, then blob the three infantry squads together and have them use Creed's Outflank. Start the Sentinels on the table. You have now completely negated the Tau's pulse weapon advantage and have more & better long-range firepower than he does. Shell him to pieces from a distance and, when the infantry arrive, they can charge clean through the survivors. With some foresight, Creed can throw orders at them, too, thanks to his huge bubble.
Field Kell as a counts-as Commissar in the blob squad unless you have an official model. Kell just isn't worthwhile.There was a thread about this a couple years ago. The conclusion was that Tau are Oligarchic Hindus, not communists.Originally Posted by IronWeevil
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard