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I played my first game last night as I finally have a 1000 point army. I played against a really nice guy who was cool with explaining the finer points of the rules to me as we played, which was nice since the rules are hard to get a concept of before you played.
But man, why didn't anyone tell me the Tau can shoot 36" and move twice in a turn? :huh:
It was pretty ridiculous, I chose to go footslogger and took my two immolators.Basic army list was:
1 Canoness + 6 celestian retinue with Imagifier & Storm Bolter
2 Squads of 10 Sisters, 1 with flame/heavyflame the other with flame/melta-gun.
1 squad of 5 seraphim, 1 with flames.
Some character in a squad of 20? Fire Warriors (might have been 2 sqauds of 10)
1 squad of 12? kroot
a cloud of gun drones
2 crisis suits
1 squad of 6 stealth suits
He went first. Moved up, started shooting. Killed my vindicare first (from like 24") and then was shooting at the few sisters he had line of sight to, from across the board. I don't think I had a single weapon that could return fire. He killed like 3 of my 5 seraphim and a couple of my main squads.
Then he says "okay, now I'm jumping back" and moves back to his starting position. Whuuh? :huh:
So now I'm like over 36" from him, and my troops can move 6" towards him. Basically he can stay put and wait for my advance to pick me off.
I finally was able to close to the Kroot and as a result wiped them out, but I barely got into shooting range with anything else before I was destroyed. One immolater was able to lick the very first kroot in his squad befor being immobilized and unable to shoot.
Bleh. The Tau seems like a sort of cheap army to me. I'm cool with the range, or the movement... but not both. Both seems like too much of an advantage to me.
Now a surgeon cuts off rotten limbs; and mangy sheep are isolated from the healthy; but a prudent Judge will not consider it safe to bind himself down to one invariable rule in his method of dealing with a prisoner who is endowed with a witch's power of taciturnity, and whose silence he is unable to overcome. For if the sons of darkness were to become accustomed to one general rule they would provide means of evading it as a well-known snare set for their destruction. - Malleus Maleficarum , part III.
Pulse Rifles are rapid-fire weapons. They can fire twice out to 12" at any time, or once out to 30" if they haven't moved. They can't fire out to 30" if they move, and 30", not 36", is their maximum range. Looks like the guy wasn't so cool after all. Also, Fire Warriors don't have jump packs. Only Battlesuits and Stealth Suits.
Quote for probably forever 'cause it rocks:
"Slaughter them, men, and bring me their hats."
ahahha thats like my first game agaist witch hunters wif my tau army, but i won.
the thing is versing tau, is hiding your assassin behinde cover and shoot the ethereal so they all ahve to take a ld test. next is vehiecles then take out stealths then crisis suits after that take the rest out.
Easier said then done! If only it were that simple! :hmm:Originally Posted by ReaverRider
Tau are a tricky army vs Sisters due to the lack of long range weaponry, and they're abilty to shoot slightly further than us and move about a lot, however with even average terrain and a solid army list you stand a good chance of winning.
It seems to me that your main problem lies with your army list, it doesn't appear the be the best for taking on Tau. The Vindicare Assassin is rarely worth it, and a bit of a waste in 1000 points. The Immolators aren't too hot either simply cause Tau have the means to quickly destroy them. The rest of your army isn't particularly effective vs Tau either when used alongside the aforementioned. What will work exceptionally well is a large army of Sisters on foot.
The Tau army here is fairly slow, although it is mobile due to the Crisis and Stealths suits. This means they can jump about firing at you all game long and it is likely to be annoying. You must try to ignore them. Just because they're firing at you, that doesn't mean they'll be doing much damage, and it doesn't eman they are a high priority target. If the Tau player is going to sit back and shoot (likely) then your Sisters will be able to advance without much fear of them simply running away. With an average board size you will close in on them fairly quickly - turn 3 or so - where you'll be able to tear them apart.
The Tau army itself doesn't seem to contain much which can kill Sisters effectively, except for the Hammerhead and Crisis Suits. The Hammerhead is likely to be equiped with a Railgun, which means if you don't use tanks and go with Siters on Foot, it's effectiveness will be largely diminished. This means you'll only be taking any significant casualites from the Crisis Suits and concentrated fire.
With this in mind, you need to identify real threats. Due to the low number of Crisis Suits, your largest threat is most likely concentrated fire, so you need to work at tearing his basic infantry apart. His infantry may have 30" range, but a Retributor with a Heavy Bolter has 36", and AP4 to boot. By using a sizeable squad of Retributors (8-10) with 4 Heavy Bolters, you simply need to move into range and set to work dismantling his Infantry. The Tau player will need need to either attack you with Crisis Suits (and there aren't many of those) or move the fire Warriors forward to attack you. If they do the former then the Crisis Suits will be ignoring the rest of your force and attacking your Retributors, which will absorb the casualites rather nicely and probably place the Crisis Suits in danger of other parts of your force. If they do the latter then the Fire Warriors wont be in any state to fight effectively due to the hail of Heavy Bolter fire you can unleash.
As you can see, Retributors will be a great boon to you, able to take apart his infantry, so now we need to think about other parts of his army. The Kroot have 24" range tops, so a basic Battle Sister squad with Storm Bolters can engage them with reasonable chances of winning. Another large battle Sister squad will be good to absorb casualites, provide a strong centre and also be able to deal with Fire Warriors or Kroot effectively.
The Gun drones are too small a unit with not enough range to be a serious threat. Battle Sisters will take them apart fairly easily.
The Crisis Suits pose a rather interesting problem. If they're equiped with Plasma Rifles then it is likely they will be 30" away from you every turn (jumping back and forward), or if they're equipped with the longer ranged Missile Pod, they'll be further away but causing less casualites. This means if you have a rather large Sisters squad you can simply walk towards them and pin them down against a board edge. Eventually they'll be trapped and will have to move inadvertently into range of one of your other units. It's a simple case of closing down on them. If you use Storm Bolters you'll be able to fire at things while you advance, because it's unlikely you'll be able to use your Meltas or Flamers.
The Stealth Suits are a bit like the Crisis Suits simply because they'll be jumping about and avoiding you, but the thing is here you can still fight back - Stealths suits have a move of 6" and range 18" so that's 24". Again, a squad of Sisters with Storm Bolters can simply march forward and close down on them, all the while popping away with their Storm Bolters, perhaps causing a wound or two.
The last threat is the Hammerhead. This is a tricky one. Your anti-tank weapons are predominantely short ranged, and your only long range support capable of taking out the Hammerhead is the Exorcist, which would be quickly eliminated by the Railgun. This means one of two things. You will either have to close in on it with Meltas in a similar fashion to the Crisis Suits, or ignore it. If you ignore it then you can concentrate on destroying the rest of the enemy army, and if you manage this then it's game over for the opponent. The game will be 6 turns long or so, and in this time the Hammerhead may be hard pressed to make it's points back if you field no tanks, and if you've destroyed all his infantry in the 6 turns, then you've won, even if the Hammerhead does survive.
Hope this as helped, but it would probably be even more helpful if other more veteran Sister players could come and correct me if anything I've said is wrong/unlikely to work and add suggestions of their own.
Note: Of course there are lots of Inquisitorial methods of dealing with Tau, but I'm only interested in the Sister side of things, so perhaps someone else can help you out with how to deal with Tau using Inquisitorial units.
Last edited by Nebulas; September 3rd, 2005 at 19:39.
You cannot win, for to fight us is to give us power.
i got an really good idea but it will cost alot of points
inquisitor lord w/ force weapon, lieber herius, a pistol of some kind and devine pronoucement and world of the emperor (because its better charger and die then getting charged at then die)
2 crusader with shield
3 acolyte with power armour and manchatcher
all on a land raider
this is around 300+points
Well, you've told us your idea, but why is that going to be effective, how will you protect the Land Raider from a Raligun solid shot? What is he just drops a submunition round on that Inquisitor's retinue once he's blown up the Land Raider? Personally I think that's a bit like the Vindicare problem - and investment of too many points in such a low points game.
You cannot win, for to fight us is to give us power.
Now, I would almosat agree with that LR set up, EXCEPT thats its a CC Inquisitor set up all wrong!
Why the Bloody force weapon? they have WS2! you should be able to hit with all your attacks anyways!
BoltPistol/Plasma Pistol (I prefer Bolt Pistol, no chance of self destruct)
Other random upgrades (I'm tired this morning, so sue me)
3 Crusaders (Why stop at 2?)
3 Acolytes with CCW/BP/Power Armor
Much better suited to Tau.
But not as good vs everything else to a degree I think, which is why I'd never make it.
My main enemy (cousin) is also tau. They are right to say ditch the vehicles (At least for the small game you play). Any vehicle you have is easy target, so why bother. Retributors with heavy bolters will outrange him and tear em up. ANYTHING close combat will destroy his firewarriors or kroots. Tau sucks in CC. I also like using repentias, but i play WH, not pure SoB.
Shabooboo Banoon and the Harry Snowcone Think Tank - Live from Adam's Basement. 6/15/03.