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Thanks first off for taking the time to look this over, any ideas and help are appreciated.
So one of the guys that I usually play has now switched from Tyranids to Tau, and I am concearned with his Crisis Suits primarily. We have played a couple games, and his Crisis Suits seem to be the most potent selection in his army. Most of our games are between 1500 and 1850 pts. I have been using the traits "Cleanse and Purify" and "Preferred Enemy" and I will drop the PE due to not fighting nids anymore. I have one drop pod right now (home made), and a pretty decent selection of troops and what not. I have been taking a Terminator Command Squad (Chaplain/Sergeant/2xAssaultCannons/2xStormBolters).
Here is the battle plan that I have worked up. (the models that I list are usually the ones I have, so any suggestions like get 20 plasma cannons will not really work for me)
1) Take two squads (maybe buy another?) of Assault Marines ready to jump onto him when he Deep Strikes (Fists in both squads / Combi Melta in one / Chaplain attached to one / Plasma pistols in both)
2) Spread my LasCannon (I only have one right now) and two Plasma Cannons into the tactical squads and make sure that they have good coverage of the board.
3) Don't take tanks. (I use this against all Tau most of the time)
4) Drop Pod a Dreadnought, and hope that I come in after him, and can instant kill a Crisis suit with LasCannon fire.
How does this sound, and should I still take my 8 man Dev Squad with 4 missles? The 2+ save on the Crisis suits and the skimmer glances on the Hammer Head and Devil Fish make them less effective than I would like.
Also is an Epistolary and command squad in a drop pod worth it vs. Tau? Is that over kill?
Thanks for any help, and for letting me know what you think about the four principles I have stated above. BoS
Thanks, I have two more melta gun bits on order (I only have one right now) and I had been taking the two flamers against nids in the pod, but that suggestion is good. Thanks.Originally Posted by Ezekiel1990
Oh yeah, with his stabilization trick and jet pack (or whatever it is called) is it correct that he can move 12" in the movement phase, shoot rapid fire weapons, then move back 6" in the assault phase? If that is the case, I will have a hard time chasing him down with anything but Assault Marines to lock into CC.
You can cut the gas cans off the flamers, and glue them to the side, from table top distance it looks like a melta gun, also you can file the end down a little to be more round, that will save you time and money, especially if the model is already painted (although you cant go back to a flamer again, but flamers arent the best for infantry, even in drop pods)
Id definfantrly try to get 4 drop pods. (heck plastic cups spray painted black will work, with a storm bolter glued on top)
If hes fielding mech tau, that means lots of devil fishes, then your gonna have a more difficult time, but otherwise, the following unit really messes up tau:
Librarain, 2 wounds, termi armor, fear of the darkness.
then the terminator command squad you already have, and to be safe a drop pod.
Now land this unit in the hart of the tau lines, pop off fear of the darkness, and watch half of his squads fall back, with any luck, they will be close to the board edge, and youll still be withen 6" of them, sending them back and off the table.
Assault squad are good for catching crsis suits, but becareful, tau can often mow down 10 space marines in a single turn.
Dreadnoughts can be effective, and arent hurt by the impressive firewarriors of the tau, but it will mostly depend of the skill of your opponent, rather then your skill with the dreadnought, to decide how effective it will be.
But a 10 strength gun is pretty overpowering.
And yes, besides drop pods and landspeeders, field no vehicels.
I don't have the new codex (its in the mail) but from what I know the movement for their jet packs is still 6" in the movement phase, and the assault phase. If hes using 12" he's hosing you.Originally Posted by BringerOfStorms
But for stability, yeah he can fire twice as long as hes within 12" of you.
If at first you dont succeed, skydiving is not for you.
Thanks, and peace to you as well.Originally Posted by ForgedInTheFurnaceOfWar
Thanks, I will have to check into that. He is a really honest guy, so if he is doing that, I am sure that he just misread the Codex (and like I said he is new to Tau, so that may explain it)Originally Posted by Dominuce25
The thing about Crisis suits is that although they are jump infantry, the use the Jet-Pack sub rule (in unit types, jump infantry), so they can move 6" in movement, and 6" in assault, regardless of whether they are going to charge or not (affectionately known as J-S-J or Jump Shoot Jump). A common tactic is to use this to add 6" on to the range of some of the shorter rang weapons, or to jump out behind cover, shoot and then hide again.
However, Crisis suits on have a 3+ Sv (not 2+), although under Tau Empires, ONE model can have a 2+ Sv (Iridium Plates), but this lowers their assault phase move. So any AP 3, 2, 1 weapons should go right through them. The hardest part is usually getting LOS.
If you were using tanks, I'd suggest you try out some Hunter-Killers, but fast moving squads should be able to pin them down. My personal favourite are Land Speeders with Heavy Bolters and Assault Cannons (only AP4, but lots of shots - also good for the Fire Warriors). But the Dev squad with Missiles, I would keep, if only for sniping Deathrain Suits lurking at the back.
Watch out for Plasma Rifles.
Thanks for the info. So do the Broadsides have the 2+? If the squad of Crisis Suits has 3+ (2 dudes) and the commander has 2+ they would have to use the majority save right?Originally Posted by Daemonic-Force
If they are 3+ I will surely keep the Missles, that is good news.
Thanks again, BoS