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I used one of my friends DH armies over the weekend and faced off against tau. I put up a good fight but still lost, do the DH's have any good units to close the range gap effectively?
Have your grey knights as fast attack and use the deep strike rule, that will get them in there fast
[40k] - Dark Eldar
Do I tell you the truth or lie so Tau can continue to win?
To win, get into close combat with the Tau. Marching toward us is not the way to defeat us. Deep strike next to the Ethereal, slaughter him, and the rest of the army will simply run away.
Don't tell the Tau army commanders I told you this. Could loose me my Shas'O ranking.
Commander, 4th Dal'yth Hunter Cadre
aka: Maj Stryker
182nd Cadian Para Infantry
182nd Cadian Para Infantry Reg
E Company Commander
3rd Company, White Templars
Shas'O Dal'yth Shi'Or'es
IVth Dal'yth Hunter Cadre
here's some ideas for beating up tau
-deep strike GK's behind cover and close to tau. next turn, assault. if you're lucky, and he groups his fire warrior units close, u can jump from one unit to another, wearing down his shooting ability. just don't DS one unit alone in the open, cuz they won't survive the barrage of plasma coming for them.
-if your enemy has an ethreal, gun it down w/ vindicare (i'd normally suggest callidus, but if the ethreal turns out to be aun shi.... than assault turns into a mess...). a dead ethreal = decent chance of some tau units running off, and if they run, they can't shoot as far as they could.
-give your justicars/brother captains all auspex if you can (and for 2 damn pts, i believe u can), in case some stealth suits drop by. gives you a chance to blow them up if they drop nearby.
-if some of your targets usually come along with shield drones, blast them away with a psycannon or two. if he gives the blasts to his shield drones, than they die.
-as for hq, i'd suggest brother captain with plenty of termies to back him up. reason? u can give them all psycannon bolts, and rain instant killing bullets on their fire warriors. if u get a GM instead, than you won't kill as many. plus, more termies = greater amount of power weapons chopping off heads.. (just remember to deep strike him!! dashing from start to them = suicide...)
-also consider a shooty inquisitor, give him a psycannon, back him up with 2 sages, & 3 gun servs (2 w/ heavy bolter, and one plasma cannon.. don't worry about the ones, that's where the sages come in). if you can't reach much within 36", than move in slowly and surely.
hope that helps some..
"One thing that intrigues people to fantasy is how different it is from reality. Make sure you remember that difference, and you'll have a wonderful time."
thanks for the reply's i'll be sure to try those out
well, i have played a tau player a few times, typically i have trouble with huge kroot squads (infiltrate, see 12 inches through forest hurts) and stealth/crisis suits. i have done pretty well with shooting them actually. tau players tend to think thay CANT be out shot, not true! psycannons and shooty inqs can be great here! sit back where they cant see (shrouding helps here) and pump them with led and rerolling plasma cannon shots. a purgation squad can be your best friend against tau . the tau player will typically expect to be shooting you apart as you advance - flip the script, make him advance! how you ask? orbital lance strike kicks some serious ass on a hit, which is likely when dealing with the large numbers of troops most tau play with and will make his terrain camping firewarrior squads move. the vindicare is good in my gaming club because for ten more points he takes death world toxins - another way to take pot shots at him from long range without putting yourself in much danger, take out markerlights, crisis suits and sha'sui's, get that leadership down. i also like the callidus here, but strangely enough not for taking out hq, the low leadership of his units makes them the perfect targets for the neural shredder. i like to use her against larger stealth suit squads, which otherwise can hurt you very badly, use her to move them out of the way, ds near them (always goes exactly where you want wth polymorphine) slap the template down and assault, during their assaault phaze jump back and do it again :ph34r: .so all this hurts and irritates the tau, but how do you win with it? deep strike with incinerators, no cover invulnerable , and for firewarriors - armour saves + crispy units. two incinerators can massacre a full sized tau unit camping in terrain. one problem, getting them where you want them...homers, but how to get them there....in a big points game i like an inq for this, with artificer/termi armour/iotj and three artificer armour acolites he can be VERY tough - skimp on the weapons to keep him kinda cheep - just use him to get the gk where they need to go, walk him through terrain too, or mount him i a vehicle, drive 12 jump out and park it in los. oh and dont take termis against them, gk get saves against their base price, will own just as much in cc against the tau, bring higher numbers to help with combat resolution and can shoot more for the price, not to mention 2 incinerators. in summary - no termis, 36 inch range weapons, no dreads/vehicles (cept mayby one to use as a moving shield for your beacon guy - it will be poped though....). i like a psycannon purg squad, ordo assassin of choice and three large dsing gk units , each with 2 incinerators.
Well there is a very little chance you can out shoot the Tau so try and not spend your points in armor, but rather on kasrkins, also teleport homers are your friend, this is what i did once, I had a lone Termy independent with a homer, now the tau player didnt see him as much as a threat as he was one model and i had a full squad near him, so once they got close enought i teleported right in with one more 5 squad of terms and 2 squads of grey knight, KILLED THEM
The Predator Lingers forth. Suddenly the sound of several wipping sounds can be heard far off into the distance, a second later the once mighty Predator ignited with flames. "Sir what was that" The srgt replied "Its those damn Broadsides"
Hear the wip, fear the Broadside.
i disagree with steel legion completely. ists die very easily to firewarrior shooting, and termis are overkill fore tau, why get pricy termis when you could get twice as any gk, twice as many attacks, twice as many storm bolter shots, twice as many incinerators.... use your shrouding. for the most part you can outshoot tau, believe it or not! you outrange firewarriors, and you have shrouding on your side. if your ists get shot at, a full squad will die, without even being in range to retun fire. as for the tp thing, that is the technique that i currently employ. remember to stay in a tight formation, tau dont have many template weapons so give them less of a target by sticking together and using terrain, take away the half of the board you are "ignoring" by using the lance there and send them running. watch for broadsides, they will ruin your day.
Firewarriors have a 30" range, I believe. That's not smaller than 24" unless I really screwed up my metric conversions ^_^you outrange firewarriors
But that aside, you CAN outshoot Tau like funnymouth says. Stormbolters'll tear them to pieces, as will psycannons. Load up on PAGK/FAGK. Leave the incinerators, dreadnoughts, & terminators at home. Shrouding works to your advantage, but I'd rather shoot as I close to combat, so take a minimal amount of special weapons. Psycannon bolts are nice, since shield drones have invulnerable saves.
IST can be useful - a Chimera would tear firewarriors & kroot apart, and ANY of the four IST weapons would do the same. But to do this, you'd need multiple vehicles so that some of them last a few turns. Kitting up the Vet with armor/pistol/power weapon would be useful as well, he'd tear through the enemy and would count as hidden for most of the game. Throw on a TP Homer and you have instant GK support.
Death Cult Assassins, Eversor, and Callidus are all useful here. Don't bother with a Vindicare, he has nothing to shoot at (suits are too tough, FW too weak). Use the Callidus's polymorphine to get the jump on those pesky Suits that move in and out of cover every turn. Eversor would tear through troops, but if you're GK heavy, you have that covered already. DCA are nice because you can infiltrate them and basically use them as throwaway units to try and clog up FW squads and prevent them from shooting.
As for an HQ choice, I'd stick with a BC, with no bodyguard. Give him a psycannon or just psycannon bolts and stick him in a Troop GK squad. Cheapest solution. A GM is too costly in a fight where you need bodies, and Inquisitor Lord units are too fragile to Tau's shooting.