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My Space Wolves friend has gotten bored of his marines, and decided to start Tau. So far, he has 2 boxes of fire warriors, an HQ battlesuit, and a hammerhead. I dont know how many points this is since i know almost nothing about Tau. What kinds of things are great against Tau. Would he annihilate me if I took an all Gk force, or would this be a good option? Any other tips or hints would be greatly appreciated.
A good strat that rlly slaughters Tau are DS methods, as for me i never include anything less than two GK teleporter squads against tau. best to place them at cover behind the firing line, if u coincide it with a frontal charge ittl get rlly nasty for Tau cause they dun know whoi to face and shoot and if they divide it halves their dmg power. Hammerhead could be a problem with Ion since it is 3+ AP so make hi mtell u if he is using railgun or IC cause if he is using railgun then you can just swarm with inquisitorial ST and if he is using IC then you can move up in LR or LRC and less HQ has a fusion gun you cant be touched while you are getting up thewere. There are flaws in both of these plans however and when facing Tau i prefer to DS as much as possible and mbe even take an Orbital Strike mbe melta for hammer.
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For one thing: don't take Land Raiders. Railguns will chew them up and spit them back out, and a Tau list without a Railgun is .. unorthodox.Originally Posted by JuliusGaiusCaesar
Close Combat will be his biggest weakness, especially against S6 Power Weapons. DS is a viable option, but the drawback is that he'll have a round of shooting at your extremely expensive guys before they can assault, and you always run a risk of DSing into terrain, etc.
Once you can get your guys into CC the game is over. It's just getting them there that is a problem. Land Raiders are expensive and, as I said before, Railguns will chew them up. Crisis Battlesuits and Hammerheads with Ion Cannons will chew up your normal Marines. Luckily, there aren't usually very many of these guys as they are expensive.
Watch out for the JSJ tactic: Jump Shoot Jump. This tactic really annoys the heck out of an opponent.
If you DS a squad of GK, be prepared to have them shot at. A lot. The closer your guys are to the Tau the more priority he should be giving them, because as soon as they get into CC there is little to no chance of his army surviving. He should be taking lots of mobility (i.e. Battlesuits, Hammerheads, Drones, etc.) and they can run circles around you if you are not careful. I don't know if the Psycannon is an Assault weapon, or if it's AP3, but if it has those two characteristics, it would be a great help in your DSing squads. He'll have his Battlesuits behind terrain almost all the time, so if you DS behind them, you may get a decent shot with a Psycannon (and your storm bolters).
Personally, I'd love to go all-GK. But, just the sheer number of high strength shots will take your few numbers out, so you might want to consider running with some IST's. Of course, they are weaker and have less armour, meaning they'll get taken out pretty easily as well.
Tau armour is respectable. This goes for their armour save (basic grunt 4+..) as well as their vehicles (skimmers, good upgrades). If you can take a Dreadnought w/ Assault Cannon, he should be able to chew up the Fire Warriors as long as you can keep him protected from the Hammerhead. You may want to consider a second Dreadnought w/ LC or something to go for his tanks, or even a DSing squad of GK if possible. Fire Warriors can't hurt Dreadnoughts unless they get a rear shot, so your biggest worry is a Crisis Suit (with plasma, missile pods, or fusion) and Hammerheads.
By the way, that list that he has right now (if he's not buying more) will run him roughly 500 to 530 points, depending on upgrades .. maybe even a tad more. Doesn't give a DH player much room to make a list, though.
I hope this helps, and I wish you luck against him. ^_^ Remember: he has a lack of AP3 weapons and CC power, he just specialises in a high number of high strength shots and specialised (expensive) units such as Crisis Suits, Stealth Suits, and Broadsides.
My advice? Pray that he is not doing mech tau. That is really the only viable atctical option. If he does that, you will need some IG or SM to back you up.
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whats mech tau????? :confused:Originally Posted by Grand Master Overcannon
Mech Tau is, in effect, a Tau army in which just about (not always) every unit on the table can move 12" a turn (including Assault moves). All Firewarriors are in Devilfish, they only use Hammerheads (normally), and lots of Battlesuits and Drones.Originally Posted by Driazine
For a DH army, I do see this posing a problem, however I don't think it would hurt you as much as you might think. Why? Devilfish are slightly expensive, meaning less Firewarriors to worry about, and the transports only carry Burst Cannons. I'd rather face a single Burst Cannon than a squad of Firewarriors. They're great at taking objectives, though, so you gotta watch out.
I don't think you HAVE to rely on IG or Space Marines if he brings Mech Tau, or any Tau for that matter. It just makes things more difficult, which, in my opinion, makes the game all the more fun. Assault Cannons and Lascannons (or ML's) will put the hurt on vehicles.
Again, I don't know the stats of a Psycannon, but if it's S8 or AP3 or an Assault weapon it would be extremely effective when Deepstruck behind Crisis Suits. Especially if it's all three! If it's a heavy weapon, I wouldn't take it in a DS squad simply because you won't be able to shoot it when you land.
Hope this helps.
The psycannon is a heavy bolter with S6 and ignores invul saves basically. I know nothing of battlesuits, but would a psycannon work even though it isnt S8 or ap3?Originally Posted by Lost Nemesis
A Psycannon isn't great against normal Battlesuits. They're only T4, so an S8 shot will kill them instantly, especially if they're AP3 or better. However, beware for Shield Generators-that 4+ save has saved SO many of my Crisis Suits from an untimely death.
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Mech Tau Cadre: 2000 points, needs paint and magnets.
Paladins of Avalon (SW):-1500 points, needs paint.
If it is a Heavy weapon then I'd suggest against taking it. In a stand-and-shoot scenario Tau will crush DH.Originally Posted by JuliusGaiusCaesar
Your best bet is really CC, but it's the getting there that will give you a problem. Using cover effectively will certainly help, as always. You can treat Tau as a smaller IG force that packs bigger punch, usually. In most cases, though, they will also be more mobile than an IG force.
Any AP3 weapons will greatly help vs. the Battlesuits, and again, Dreadnoughts will be a good bet here, being a tad cheap (much more so than a Land Raider) that will not only distract the enemy's fire, but can cause some serious mayhem (Assault Cannon).
i play tau quite frequently usually about 2000 to 2500 points so here are some random/rambling thoughts
DS'ing is helpful but i do not recommend just one unit. En masse its deadly (A GM with a retinue and a couple of maxed FA GK)...Usually he targets my termies and shoots most to pieces but almost always 1 to 3 get through. One FAGK also incinerates his fire warriors and its game over. Believe me if you are lucky to drop multiple units and enjoy the risk of dropping close, you will get into CC and win. If not he can pick off your DS one at a time.
I have found infiltrating death cults and the eversor also is great as they can tie up units when DS'ing and they have played a major role in all the games i have won.
Finally and i think most importantly, shooting is your friend/secret weapon. A shooty inquisitor with a psycannon and 3 servitors (2 heavy bolters and plasma cannon) will do ALOT of damage to tau, and make him target that unit instead of DS'ers or stormtroopers with some of his firepower. also stormbolters come in handy during DS'ing. Stormtroopers with meltaguns for the vehicles is also an added benefit whe he is fielding his vehicles.
When we first played about 20 games ago i lost like 6 in a row after winning the first 2 times cause i tried to force close combat and always got shot to pieces after DS'ing or just had bad DS'ing in general (like into a wall for example). i was fielding like 9 termies and no firepower behind it except a lone inquisitor with a psycannon and grey knight troops. Since moving to a more balanced force with the shooty inquisitor and the stormtroopers combined with multiple DS'ing and infiltrators i have rattled off like 4 in a row. I also change it up on him lately (sometimes i use a callidus instead of an eversor, or include some Sisters of Battle) which adds to the element of surprise.
one last thing that has been a noob mistake of mine. When u DS your termies, after surviving a round of shooting, i recommend NOT to shoot back in your turn. Just move and charge. I've lost two games by stupidly shooting with my termies only to either (1) kill some of his troops and find that i am no longer in charge range and i just get shot to pieces next round or (2) when combined with his ethreal's powers he has the ability to reroll his morale checks on shooting, tries and succeeds in failing them and then my Termies have no one to charge and i'm shot to pieces next turn. He is an experienced player and i'm still learning but termies are CC monsters and a turn out of CC with them particularly against tau will usually find you dead. when u r in charge range with termies against tau get them in there immediately.