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How do you fight a tau list with daemonhunters, any strategies would be appreciated.
Well, for one, Terminators are a big plus. Tau have a slight lack of AP2 or better weapons, though they do have a lot of high-strength guns in their arsenal.Originally Posted by Chuffles2
Close combat is a very strong tactic against Tau, no matter what army you're playing (usually), but with Daemonhunters all the more importantly. You'll have less troops for the Tau to aim at, so, that's an automatic disadvantage in most cases, as you'll be taking more shots. Close combat, DH murder Tau.
Anything AP4, such as Assault Cannons, Heavy Bolters, I believe Psycannons? will benefit you quite a bit here. Teleporting would be a good idea.
Leave the Land Raiders at home! Taking a Land Raider or Crusader will make the Tau player laugh at you, as s/he will demolish your 250+ points in a round or two with the 2+ Railguns s/he almost undoubtedly has in his/her arsenal.
Be careful of the Tau's general mobility - they can catch you unawares and shoot down your strongest troops. You might consider looking into bringing in the Storm Troopers, or even inducting some IG to get some more numbers (targets for the Tau) and for the added fire support.
Hope this helps!
Agreed, storm troopers are fantastic little meatshields against the tau.
Beware though, tau generals can jump out, shoot, then jump back into cover so i wouldnt try baiting them into the open for shooting with the intention of reciprocating next turn....you will lose a unit.
Combat IS the bestv way to demolish tau players, just be wary of Kroot, they arn't all bad in a fight and can cause you to take some casualties.
In short, make good use of cover, teleport and get into combat as quickly as possible.....DO NOT cross open ground if at all possible with your GK, it is a shame to watch them blown to bits.....
Wow thanks, I was kinda getting hopeless, the last 3 times I played with this guy he ABSOLUTELY DEMOLISHED me, he plays a mech tau with nothing that moves less than 12 inches, I can never catch him and it gets really frustrating. Thanks again.
If that's the way of it, then I more than ever suggest inducting some Imperial Guard, if possible. DH is lacking, generally speaking, in anti-tank firepower. The Imperial Guard fills a much-needed role of extra troops, and extra anti-tank fire with Missile Launchers and Lascannons. Take enough of these and the transports won't be a huge issue, and then your GK's and the likes can find a way to get into CC.Originally Posted by Chuffles2
Well, I know I usually take Helios suits, which are equipped with a plasma rifle (rapid fire AP2), and a fusion blaster (assault 1 AP1), 3 of those within 12" is 9 BS3 shots that deny saves. Ow.Originally Posted by Lost NemesisCorrect. Close combat is probably our biggest weakness, because... we suck at it.Originally Posted by Lost NemesisYup. Advice I always give people to beat Tau, don't spend lots of points on vehicles. They'll go down very soon, and very easilyOriginally Posted by Lost Nemesis
Pretty much I'd say the best thing to do against Tau is deepstrike/infiltrate/teleport or whatever a bunch of close combat units right away, overwhelm and generally kill battlesuits, because they will probably be of the most nuissance to you. Those and hammerheads with railguns. Just don't try to outshoot Tau, because it won't happen... get up close and personal, fast :ninja:
Gloria Imperator, The Firstborn Stand!
- 2000pts Inquisition, 2000pts Vostroyans, 3000pts Vampire Counts, 1400pts Daemons, [WIP] 2500pts Death Guard
I think i forgot to mention,
I know the tau are adept at tank killing but what you can do is to outfit a number of IST squads with chimera or rhino transports (the choice is up to you, the chimera has better front but lower side armour, but it comes with the option of two heavy bolters which are AP 4, useful against tau) and this way, the tau player is presented with simply too many tanks to destroy siultaeneously.
I know that it sounds like a waste, BUT, if you equip the sergent of each squad with a teleport homer (which is pretty cheap) even a transportless squad can get closer to the enemy and you can then call you GK down from there.
This tactic usually works well. The tanks themselves are not too expensive points wise and you can field 2-4 of them with IST squads including special weapons etc all at once for not to muh of a points waste.
Anyways, thats what i wanted to add,
Also, remember those smoke launchers! If you have a squad of ISTs in a Chimera (preferred for its weapons and front AV that pulse rifles/carbines/burst cannon can't penetrate), it is NEVER worth it to try and fire for a turn instead of using the smoke launchers. My tanks have invariably been killed.Originally Posted by Captain.Snowball
My favorite: Callidus Assassin! This beauty can move your oppnent's Broadsides behind terrain before the game starts to make sure you get a chance to move those vehicles (and fire their smoke launchers), or an Ethereal to prevent Fire Warriors from using the Inspiring Presence special rule. Even Land Raiders can be pretty safe if you remember this special rule. Also, she drops anywhere to tie up and destroy Ethereals and Battlesuits (also ignoring their Shield Drones' Invulnerable save) that might be jumping around and giving you trouble.
I've had the most success with an Imperial Guard Infantry Platoon in cover (buildings give a 4+ Cover Save). The high proportion of heavy weapons give you quite a few options, where the rest of the DH list is pretty short of lascannon.
Oh, and Psycannon rock. Instant Death to an Ethereal with no Armor/Invul. save? Nice.
"HQ, my LOS is blocked by a soda bottle. I'm moving to unmask my guns."
"Negative! The soda bottle is the Carnifex!"
"Dang proxy models!"
-Cmdr. Kren, www.tsoalr.com
Some good advice already, and I also completely love the Callidus.
I would make my list something like this.
HQ: BC with Psycannon, Termies, one also with Psycannon.
Elites: =][= with Psycannon ( Put behind troop choices )
Troops: 2 X PAGK squads with 5 troops and two Psycannons each. Put these far enough back to hopefully use shrouding, and Psycannons are good against troops and Devilsfish.
Fast Attack: Full FAGK squads - No options.
Heavy Support x 2: Dread, w/TLLC and ML, Smoke or EA. (as points allow), Focus these on Hammerheads.
"A love for tradition has never weakened a nation, indeed it has strengthened nations in their hour of peril."
Sir Winston Churchil
Ah, Inquisitor Solexus,
Many thanks for the smoke launcher addition, it totally slipped my mind and it is definately an important addition.