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!
Title pretty much says it all. My buddy blows up my AoBR dreadnought before it ever really has a chance to do anything. His broadsides and crisis suits are just way too powerful. Is the Venerable with a twin-linked Lascannon worth the extra points or would an Ironclad with HunerKiller missiles be better?
@Shane396 , an Assualt cannon will give him pause as its AP4 and his troops have 4/5+ Armour saves. Venerables are good as force him to re-roll on the damage chart, but have simmilar AV to normal dreads. place a squad in front of it and this gives you a 4+ cover save
As i keep saying a dread with PC/ML keeps those pesky infantry dead.Plus it can reliably deal with most vehicles.If you can make it venerable all the better,it gets expensive though.
Praise be to the Emperor!!
Fact is that Tau Broadsides and, to lesser extend, Crisis Suits usually have the firepower to kill which ever target they want. So the real questions are:
Are they killing the Dread because its the target most dangerous to them?
Are they killing the Dread because its the only target to them?
Could they be killing something else that would hurt you even more?
Basically without seeing what else is in your list its hard to say if pumping extra points into dread will help or not.
Revenant Moon Necrons: (W/L/D) 0/1/0 (6th edition: 13/2/2)(5th edition: 14/6/4)(3rd edition Codex: 16/4/7)
XIX Legion: (W/L/D) 0/0/0 (5th edition: 14/12/2)(5th edition Codex: 4/3/0)
Black Legion: (W/L/D) 1/0/0 (6th edition: 2/3/0)
Something Wicked... Reikwald Beastmen: (W/L/D) 10/4/1
Keep it behind a Rhino (4++ save) or a Land Raider.
If the Tau go nuts on antivehicle they should have problems taking out your marines so don't worry too much.
Would help if we knew the points level/vague list.
Dreads should usually be:
Plain with MM
One is obviously ranged support, the other two are Melee support able to take shots at targets of opportunity.
I usually take one of the latter two behind my LandRaider. Safe from shooting and capable of destroying a very different target to my Assault Terminators.
Here is what I suggest:
Either dread with Assault Cannon OR Ironclad dread with dual heavy flamers. Here is the kicker...put it in a drop pod, and put something else scary in a drop pod (Captain with a command squad works great!) Drop them together using the pods for cover from Railguns if possible. With the rest of your army surge forward as fast as you can in rhinos. That will force the T'au player to make some tough choices on where he shoots. Unfortunately, he just may have enough firepower to pop all your vehicles AND your dread. That is the danger of taking vehicles against T'au. Make your other drop pod or pods, which will come in later from reserve, something scary (to T'au) like a tactical squad with a flamer, heavy bolter and power fist. That way when it arrives in his front lines it is uber-scary too!
I used this tactic just the other day and it worked great! My command squad was: Apothecary, Champion with plasma pistol, two plasma guns and a power fist. Give the captain artificer armor, storm shield, and relic blade. Violia! Death in a can!
Once a Marine, always a Marine.
Playing both tau and SM. if im playing my tau against a normal SM codex army I take it as an easy win.
Battlesuits will wipe away SM troops/transports and broadsides/hammerheads wipe away all other vehicals.
So in short if you try to out shoot Tau your SM should always lose. As a SM play it is my view that the way to beat them lies in drop pods. Atleast this way you know they are gonna get to shoot but i am yet to test it. Bikes, drop pods etc are what i would try
But TBH tau are built to kill SM. We can happily wipe away any SM vehical and most of our weapons will remove your armour saves on normal troops.
Sorry im not more positive but i really do think tau were build with the only aim being to kill SM. lol
OVERVIEW: dont go with shooting, you should never win (unless your IG) you need CC and sadly dreads will always be dead before they can get in CC. Although i would say a dread with Multimelta and heavy flamer on CC weapon in a drop pod on turn 1 would be good, Yes it will be dead next turn but it will hopefully kill something first and will take a lot of tau fire (if a ven dread) and that fire wont be aimed at all your other AV12+
Tau: 6K - W17-D3-L4, Orks: 4K - W9-D0-L2, SM: 7K - W7-D3-L4,CSM: 4K W5-D1-L1, Nids: 3.2K W3-D0-L2
Apoc games (mixture of armies used): W5-D0-L1
Am I better off using terminators as my elite choices? Or should I use the points on assault squads?
The only two sane ways to arm a dreddy against tau are the rifleman and hellfire configurations, depending on points available...but I tend to favor the rifleman...virtual guarantee of four S7 hits is money....and then you need to shoot from cover. As has been said, a dreddy just won't live long enough to reach melee against tau (unless he's charging out of a 'raven), but he can, if obscured, live long enough to soak up significant fire (especially if venerable) and dish some dakka in return.
IG since 1999 __ DA since 2002 __ Tau since 2005 __ SoB since 2007
Brets 1997-1999 __ TK since 2009 __ Empire since 2010
For those that asked, I am running:
2 tactical units
10 man assault squad
Chaplain with Jumppack
I recently aquired a drop pod. I also have a terminator chaplain, librarian and I have made a variety of special "independent" units with left over parts so I have multiple weapon options for a chapter master/captain.