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I'm a new player to warhammer 40k and I could use some help fighting my friend who plays Tau. I've played a few 1500 point games against him and I have won just 1 out of 4. These are some things I have noticed hurt a metric ton:
-Rail Guns: He has a hover tank with a railgun which I have nightmares about. It tends to blow my valkyrie out of the sky on turn 1 and decimate my infantry squads with submuitions. It has a 72' range which may as well be 72" because there is absolutely no place to hide from it.
-Markerlights: What's worse than a strength 10 AP 1 72' range railgun? Something that makes it hit on a 2+!
-Kroot: 2 squads of 12 kroot outflanking is quite annoying. They can chew threw my infantry squads with ease with their WS 4 or take them out at long distance with their pseudo-bolters.
-Shadowsun: Turn 3- Shadowsun deep strikes. Shadowsun fires 4 meltas at Leman Russ. Leman Russ explodes and so does 150 points.
As you can see, my list gets blown apart pretty easily. Does anybody have any advice for the things listed above or just general Anti-Space communist advice?
First we need to see your list, then we can discuss tactics.
Come visit my blog at: www.warstrike.org
Need your list and his list, number of points, etc, but without that:
Also, what size table? It doesn't always come up, but I used to have serious problems against Tau and Eldar, but we generally played on a 4x8 table. Spearhead games were brutal. On a 4x6 table you should be able to place 48" range autocannons all over the place, giving him nowhere to hide.
As for Mz Shadowsun, if you know she is coming you put up screens, of live with thesacrifice and destroy her next turn.
RecklessFable's Journey to Mediocrity (Painting an IG army)
I've been addicted to World of Tanks lately and neglecting my IG... But it is so... much... fun!
Ok, admittedly the list I was using was thrown together in 5 minutes before the game. Heres one I actually spent some time on:
• Regimental Standard-15
• Vox Caster-5
• Krak grenades-5
• Carapace armor-20
• Officer of the fleet-30
• Heavy Flamer-20
• Vox caster-5
Infantry Squad “Alpha”-60
• Vox caster-5
Infantry Squad “Bravo” –60
• Vox Caster-5
• Grenade Launcher-5
Infantry Squad “Delta”-115
• 3X Lascannon
• Vox caster
Veteran Squad “Catachan Devils”-200
• Gunnery Sergeant ‘Stonetooth’ Harker-55
• 3X Melta Guns -45
Veteran Squad “Echo”-135
• Vox caster-5
• 3X Lascannon-60
‘Command’ Chimera –65
• Heavy stubber-10
‘Stonetooth’ Chimera – 55
• Enclosed Crew Compartment-15
I can't list his full army off the back of my head but here is a basic idea:
1 hammerhead with rail gun
1 broadside suit with railguns
Ethereal with guard and drones
2 squads of kroot
2-3 squads of fire warriors
Thats all I can remember for now.
Don't have time to respond in detail right now, but off the bat, your list is illegal. Veterans and infantry squads can only take a max of one heavy weapon.
Alrighty, to give you the idea of what could be considered a good all comers list, I'll post one of mine, and explain tactics afterwards
Company Command Squad
4x Grenade Launchers
Storm Troopers x6 (drop the extra trooper if you desire)
2x Plasma Rifle (swap out for Melta guns if you desire)
1x Power Weapon(drop this altogether, if you want, I'll explain why not to, later)
Platoon Command Squad
4x Grenade Launchers
Infantry Squads 1, 2 and 3
1x Autocannon per squad (3 total)
1x Grenade Launcher per squad (3 total)
Veteran Squads 1 and 2 (inside Vendettas)
3x Melta Gun
Heavy Bolter Sponsons
Heavy Bolter Sponsons
2x Leman Russ Demolisher
Hull Mounted Heavy Flamer
Alrighty, now to explain:
This is considered a form of a Hybrid list, though I specifically call it a Striker/Hybrid. I'll not bore you with what makes it what, but that's the jist of it.
The Company Command squad doesn't need a Chimera in this list, it's armed with four grenade launchers so it can sit back and give orders, while being non-threating, while baby sitting the platoons. If submunition shots stop you cold, order your platoon to dig in, and get the extra cover save bonus. Use "bring it down" against tanks, and "First Rank: FIRE!, Second Rank: FIRE!" against infantry that get close (though, Tau infantry won't get close). In essence, the CCS is there to give orders, and kill stuff like Piranhas.
The Storm Troopers are used to take out suits, pesky pathfinders, or anything else that needs a good dose of S7 AP2 goodness. Their Hot-Shot lasguns will rip open tau infantry like a hot knife through butter, and if they survive the round they deep strike (with a 4+ armour save, no less!) Charge into melee with them: Remember, each one has a Hot-Shot Las Pistol (S3, AP3 awesomeness), and a Close Combat Weapon. These suckers get a LOT of melee attacks on the charge! Give the Captain a power weapon, and now you're laughing as the even worse in melee Tau run even faster.
Drop these guys down in the thick of the fight, just like the codex describes them. There a firing line of tau? Drop them right behind the tau. Take risks with them, and they'll treat you well. Give them melta guns, if you wish, and use it to pop rear armour on tanks. Tau players will HATE them.
The platoon is there for a couple of reasons, but it mostly depends on what mission. If it's kill point, blob two of the squads together, leave one on its own. This will be a strong base of fire for you, support all down field actions. They may drop submuntion shots into you, but you'll be firing lots of S7 shots in return! Ignore the hammerheads: focus on the devilfish and piranhas they might take. In a pinch, turn it on their suits.
If it's an objective mission, keep them seperated and guarding your home objectives. If you need to, move them up field slowly, with a "creeping barrage" from one squad. In essence, one squad moves, one squad shoots, third squad depends on the situation.
Veterans inside of Vendettas. Ahh, my boys. These guys outflank. Always. That way you can ensure they're going to get at least a shot off. I can't think of a vehicle that scares Tau more than this. It ignores their range advantage (they're going to outflank to their sides), it's got a weapon that can punch through side and rear armour that they've got, and the heavy bolters tear their infantry up. Oh, and to boot, they've got a tasty veteran squad inside each that will pop up, melta tanks to death, or toss det-packs at suits/infantry squads. Nasty!
Demolishers. Ah, they're going to take a lot of fire. Pop smoke early, and move these behemoths up field as quick as you can. The second the vendettas get in, the heat will be off them. In reality, you could probably safely swap them out for a regular russ, or an exterminator or any other version of russ, but since I'm posting an "all comers" list, I'm sticking with the demolisher.
The Manticore. 72 inch range?
Try 120 inch range.
I've got ordinance
Hitting on 2+?
I've got d3 large blasts.
This baby is your killer. Tau will focus so much fire into your russes and platoons, that they'll forget this vehicle. It will make your opponents tank slag. I've never been let down by this beautiful missile death machine.
Why do I like this list?
Well, for one, you've got redundancy: If one russ dies, you've got another. If both die, you've got Vendettas. If they die, they've got Veterans inside. If they die, you've got a manticore, if it dies, you've still got autocannons and grenade launchers. Lots of guys that cover each others role. Storm Troopers throw enough into the mix that you have so much target saturation that it can be hard for Tau to deal with. Newer armies can cope better, but Tau can't put out enough shots against enough vehicles and infantry to stop it.
Edit: And for outflanking kroot? Not a problem. Make sure you're far enough away from the edges, and let your Platoon Command squad and Company Command squad go have a field day with their grenade launchers on blast mode. No armour save for them!
Last edited by cKerensky; December 24th, 2010 at 22:28.
redundancy works very well, but mainly numbers. slim your upgrades on individual units where possible, and increase your overall model count. one of IG's strength is in just flooding the board with models and dishing out a lot of firepower at the enemy most every turn.
a few different things you can try out:
i'd suggest seeing what you can drop off that HQ squad, try to keep the cost to at most half it's current value (unless you're deadset on keeping straken), and keeping them on foot and in cover next to the infantry squads so that the infantry squads continuously benefit from the improved orders and regimental standard.
distribute the heavy weapons throughout your infantry squads, one heavy weapon squad is just too vulnerable a target, it's best to protect them with cannonfodder lasgun guardsmen.
put the flamers in your command squads, then when the kroot show up, position an infantry squad to absorb the charge of the kroot; after they mince the guardsmen and consolidate, move in the flamers and torch them.
kit your vet squads out in the common chimelta format; 3 meltaguns in a chimera... and a hull-mounted heavy flamer on the chimera, relatively cheap and effective against both infantry and vehicles should it get close enough.
not sure if the enclosed compartment is necessary on the griffon either, just keep it in cover or out of sight when possible.
if you got the money to blow... shrug, hydras and sentinels... and always more guardsmen. hydras work well against the vehicles, and sentinels can easily tarpit kroot... and most any tau unit it jumps into combat against (more so if you take an av12 armored sentinel), while also usually being low-value enough to be ignored and free to take potshots at enemy units when not tarpitted.
all in all, it might be cheesy to say this; but really, the best way to figure out good tactics and units to use is just through your own experience. see what units/upgrades work and are worth taking for their points and cut out those that don't work.
Last edited by cKerensky; December 24th, 2010 at 22:25. Reason: What was that period for? Who knows!
shrug, true. grenade launchers are fine then, at least on the ccs, and the krak shots will help against shadowsun.
just stay a foot away from table edges and don't place any terrain near them either so the kroot are stuck out in the open when they outflank. flamers on the pcs still a good idea because barring the above set-up, still gonna be hard to prevent the kroot from safely wading through cover and charging, and flamers will negate their stealth cover save bonus as well as hit more of them per shooting phase.
you could also proxy tryout a hellhound, those things will murder kroot and fire warriors... as long as the hammerhead and broadsides don't shoot at it.