Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
Im going to be playing against the tau in a 1500 points game ( i dont know which !)
I have gone for a jump pack heavy army which includes 2 squads of 9 a chap and a marshall all in jump packs.
the thing is tat i cant decide how to spend my last 500 points.
1. a LRC with a squad of 5 marine 5 neos and the champ
2. put the marshall in terminator armour get him a for man body guard with ass canons and deep strike and get a land speeder with the left over points
what would you guys do ?
I would take a larger crusader squad of about 15/16 with a powerfist and meltagun and a predator annihalator to take out any skyrays or hammerheads.
Basically life sucks, there is only war and you're probably gonna get eaten by Tyranids, have fun.
As a Templar player myself i would say take two units with 10 initiates and 10 Neos in...
Maybe one Asssault Marine unit as well....
The key against Tau is beat them in close combat!
They really suck at it.
And of course on Ahnilator with sponson Las.
i would go option number 2 you put there terminators are awsome against tau and once they reach combat the tau will lose. but do not charge or get charged by kroot they rip apart termies.
(><)This is Bunny. Copy Bunny and this message into your signature to help him on his way to world Domination!
Templars vs. Tau, huh?
Firstly, avoid transports. Between Railguns and missile pods, Rhinos and Razorbacks will die so quickly that they'll never get a chance to do much of anything.
Against Tau, as has been mentioned already, you need to get into close combat. This can be very difficult without the right units and tactics though, as the Tau are famous for their transport heavy armies that are very manueverable and generally good at keeping their enemies at arms length, punishing them with their excellent firepower.
To get into combat, you want to take units that are both fast and resilient. The way I see it, you've got a couple of choices.
On the top of the list would have to be Assault Marines. Take 2 units of 8, and add a Chaplain to one, and the Marshal to the other. These units will do their best to get into combat with Battlesuits and any Fire Warriors that happen to present themselves. Give these units plasma pistols if possible, as they're good for putting wounds on Battlesuits, and can also have a go at things like Hammerheads if no better targets present themselves. Also, be sure to take an Initiate with a power fist, as these are great at punching out just about everything, and can seriously threaten skimmers if need be (especially if a Chaplain is in the unit).
Another great unit for use against Tau is Bikes. Since these units can be so fast (Turbo Boost and such) they're an even bigger threat to the Tau army than the Assault Marines in some ways. Tau are the type of army that uses mass amounts of firepower to win, rather than a few very powerful shots (the opposite of the Eldar before their new Codex book, for example), so your Invulnerable save that you get from the Turbo Boost won't be quite as handy as it could be, but it's still a nice plus. Be sure to equip two of the Bikers with meltaguns, and one with a power weapon, so that when you get into combat you don't have too hard a time getting through the thick armor of Battlesuits. Against units like Fire Warriors and Kroot, it won't matter much anyway. The meltaguns are meant for use against Hammerheads and Devilfish, but can also be used in a pinch against Battlesuits if you're really needing to take them out fast.
Dreadnoughts in Drop Pods are also worth looking at. Give them an assault cannon and heavy flamer, plus toss some extra armor their way. That should give you a good chance at taking out vehicles from the rear (though it can still be done from the front or sides, thanks to Rending), and you'll be a huge threat to anything like Kroot or Stealth Suits that are unlucky enough to be nearby when you land.
As for Troops... largeish Crusader Squads should do nicely. Take 15 men (10 Initiates, 5 Neophytes) and load up with a meltagun and power fist. Give everyone else bolt pistols and close combat weapons. If all goes well, the occassional kills on these units will trigger their Zeal, so they can close the distance to the enemy faster. Near the end of the game, you'll also find that these units should be good for taking objectives, since the chances of your Assault Squads being above half strength is slim.
Hope that helped some. Ask us if you need more advice.
Last edited by Katie Drake; January 11th, 2007 at 18:22.
Well last saturday i played 2 tau 1500 Armies....
Their hammerhead was their least of my worriest? Why? Because 90% of the time if you threaten the vehicle at all....it will draw it's fire...So if you send even a moderately sized crusader squad at the Hammer head it'll occupy it...The HH could do one of the following...
Ignore the troops and keep firing at prime targets......Move and fire at prime targets......or fire at the attacking squad.....
ANY of those would either lead to you KO'nig the HH...or he'd walk your unit right into the rest of his forces, because there's only so much room on the board before his forces start to regroup....
As far as fire warriors.....cake walk with your aggressive vengeful behavior.....And Battlesuits, i'd say bikes. killer in both shooting and assaulting and their +1 toughness makes the tau weaponry a LITTLE less effective on those squads.....
You SHOULDN'T have much problems with the tau, just beat the crap out of a unit until it can't score or runs away and move along....their sheer unit size would mean most of the time on a say 4' x 5-6' table their units will be a max of 1 turn apart. and they wouldn't risk movin to sacrafice firing...
Neither on of those options is great. Obviously, Tau have railguns, which is just about the best way to take out a Landraider. It may still last a little while though. The deep stiking isn't so great, not because deep striking is bad, but because onc you land you're not likely to be able to catch any of the highly mobile tau.
If you had more assault squads, or more bikes, I'd try that. If you could just put more massive crusader squads on the table, that'd be good, too, they're gonna freak out firing at the assault squads, so your big squads may be able to corner them.
If you have to pick 1 or 2 cuz that's all you got, I'd pick 2. At least the ACs will do something.
Landspeeder is a bad idea, pulserifles can hurt it easily, and missle pods are practically designed to take 'em down.
[QUOTE]Guh, indeed. Personally, I find Smart Missiles even worse. Not being seen is no defense against them!Landspeeder is a bad idea, pulserifles can hurt it easily, and missle pods are practically designed to take 'em down.
thanks very much for all the help guys!!!
I went with the LRC and it was just about the only thing left at the end of the game!!
My marshall was with a jump pack squad who had to take a moral test and I rolled 11!!
that was not cliver!
It ended in a draw..but the LRC took down a hammer head and the chaplin with the other squad did well against a mass of fire worriors.
Need to get a new marshall!!!
Wow, kinda rare for a LRC to take down a hammerhead, they have to get too close. Was it a melta shot or an AC shot?