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Plz help me find a good way of defeating tau with 1500 points sm army. I keep losing but I know i have the force to destroy my friend. Any tips for me. :confused:
24 fire warriors
4 kroot hound
8 gun drones
8 pathfinders(4 rail rifles)
A sheep jumped acroos a fence but landed in mud.
Last edited by sheepy; May 12th, 2005 at 05:14.
Looks like your opponent has a bought a lot of varied stuff for tau.
One of the first things you want to get is a Whirlwind battery, and plug it behind cover. Its strength and AP will chew through firewarriors, so target them with it exclusively.
If he actually uses two ethereals that would be insanely pointless, but definately useful for you. If there is any way that you could see to it to get and use a Callidus assasin, definately pick one up. Then either target the Callidus at the Ethereals, to make him take moral checks, or line it up against his firewarriors (he'll likely have put them in a nice formation for a flamer) and neuroshred and assault them to pieces).
The next thing you really want to have in your force is a good bit of assault marines. They can chase down and kill the crisis suits (especially if you give them furious charge).
Thats what you basically want in your army, whirlwinds, infilitration, and fast units.
Now getting specific of what i'd do, your opponent has a problem, his army is fairly static. If you can outrange his firewarriors, you'll have a good shot at winning. I would suggest, taking a whirlwind, a devastator squad with four heavy bolters and infilitrate. Take at least two mid-sized assault squads with furious charge, a Librarian to back them up. Have your tactical squads infiltrate (might want to give them melta-guns), put auspex on your sergeants, then fill out the rest how you like it, get something that can take down the Hammerhead. I'm a fan of termies with the rending autocannons, but termies are extremely weak against Tau Crisis Suits with plasma guns.
Then, all you do is deploy your whirlwind behind cover, your librarian and assault squads as far forward as possible, prferrably on the side near his cirsis suits, and infiltrate the devastator squads 36 inches away from his firewarriors (you infilitrate to deploy after him, rather than before) and infilitrate your tac squads as close as possible. Run the Crisis Suits down with the assault squads, wipe out the pathfinders(first), firewarriors, and kroot with your heavy bolters and whirlwind (which should be outranging them).
Last edited by Maus154; May 12th, 2005 at 15:45.
I have never put it to practice but I think that space marines could dominate the tau if they loaded up on bikes, or scout bikes...take the first turn and speed boost right at him so he cant nullify your save, and assault on turn two. you can put your troops in razor backs with las cannons and if you can see his hammer heads take shoots at them, otherwise advance 12 and pop smoke. do the same thing next turn except disembark instead of dropping smoke and again try to take down his vehicles...your bikes should be able to cut down his lines and if you give them a few melta weapons his vehicles should fall down right after. crises suits could be rough unless you get them with bikes
take a whirlwind and donĀ“t take rocket launchers. I have learned that the hard way by getting killed by just 3 broadsides. the completly owned my army. take lascannons instead so he canĀ“t make his save. assault squad are also usefull and defenitly take a chaplain. a devastator squad with heavy bolters is also good because they are as cheap as hell and shoot tau to hell. only take lascannons to take down his broadsides and hammerheads.
DonĀ“t mess with the dicegod
You have been given some good advice here.
The whirlwind is definatelly first on the list. That will take care of all fire warriors. Secondlly, you need an assault squad (10 men) with poerfisted sergeant lead by a chaplain. Move them up the board behind or in cover and you should get into combat with only 1 or 2 lost marines.
Bikes and scout bikes are both definatelly options. Scout bikers with their scout movement rule and long movement range are the only unit in the SM arsenal that can attain a first turn charge. If you play missions (and you shoudl be) you have a 15" deployment zone and 24" of neutral ground before your oponents 15" deployment zone. By deploying the scout bikers up front, using there 12" scout move, then their 12" normal move followed by a 6" charge you can get them across 30" in one round. Nothing infuriats tau like being assualted on the first round. Bikers, with their high toughness will be very difficult for the tau to wound in close combat.
Bikes of course would boost the first turn, turning their save invulnerable, and shoot/assault on the second turn. A fully loaded bike squad with attached chaplain can easilly annihilate entire squads of tau.
Close combat scouts are also a good idea as they will allow you a moderatelly quick assualt and if y our oponent concentrates fire on them, you wont be loosing many points.
Mentor of Space Marine Commanders far and wide.
Efficiency VS Point Cost VS Ease Of Use - Your best bets:
1) Chaplain led Assault squad - 2 plasma pistols, powerfisted sergeant
2) 8 man Devastator squad - 4 missile launchers
3) Land Speeder Tornado - HB + AC
I wont write a 1000 word long tactica, i will just say this:
INFILTRATE AND ANNIALATE
take the chapter trait which lets ure tac squads infiltrate and tear them a new one, this make it nearly impossibile for them to fire at youre approaching assault/termies. and just use rapid fire until you need to clean up
if you can use this trait i say just do it the hard way, 6" isnt very fast
my say and its only 79 words to victory!!!
"In a large war, the tanks only battle the tanks, its up to the footsloggers to win the war" -me
I would suggegst to assault the broadsides if possible so your tanks are a lot more saver by then.
Maybe a predator with autocannon and heavy bolters would be a nice option to take down his firewarriors and pathfinders.
DonĀ“t mess with the dicegod
get units with assault cannons and heavy bolters so u could easily kill his troops since they have bad armor saves and you only need a 3plus to hit and 4plus to wound
As a former tau player and a veteran tau player, I will say one thing, SM's
are owned in firepower, if you carefully look at his selection I'm assuming
he'll probably be using his hammer head to blow up high priority targets
or units that you spent alot of points in.
Most likely he will keep his kroot in cover and charge to win the combat
round. Hounds are also used to persue fleeing troops. Watch out
cause I've found that a fleeing unit can easily be caught up with by
hounds and then destroyed.
Another tactic he might use, is the devilfish / pathfinder tactic.
Easily explained you set up pathfinders in good open / covered area.
and inflict pinning tests
One thing you can expect, is a gun drone meat sheild for his crisis
team members, this is a valuable tactic for tau giving commanders
extra appointed wounds while in combat.
Crisis teams are versatile in the tau force. they can be swapped for any army
they play against such as fusion blasters with a really low ap.
-HONORABLE MENTIONS IN BLITZKRIEG PAINTING COMP-
"THAT I.G. GUY WITH THAT OVERDEVELOPED TRIGGER FINGER"
Most of the time when I play against Tau, I find that most of their firepower is centered on the Crisis Suits. Take them out with p.fists in CC or a couple of lascannons from far, far away and watch out for the shield drones, they can soak up a lot of hits with a invul. save. Also, the Tau jetpacks can move in the Assault phase regardless of whether there is anyone near them. This means the 'duck out of cover, shoot, duck back in' is used frequently. Try to out-maneuver him. If you're fighting a Tau player who can't maneuver properly, you've won already. Assault squads and land speeders with assault cannons are gold.
As for Fire Warriors, do not try to outshoot them. Their guns are stronger than bolters and they have a high BS. Get into close combat as soon as is physically possible because a) it stops them from shooting b) it stops others from shooting you and c) they have the lowest WS in the game. They're about as effective in CC as slapping people with wet paper bags. Conversely, don't melee with Kroot. They're there to act as a meat shield for the Tau artillery.
Remember, take out the Ethereal if he has one. Once he does, practically the entire army will run away.
Watch out for Hammerheads and Broadsides. They're the tanks of his army. Melta bomb 'em. I find that Tornadoes with multi-meltas and heavy bolters work wonders in this regard, both for taking down Hammerheads and cutting through Broadsides. Just don't let them shoot you first. They're devastating from range, I don't have to tell you that.