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SO NOW THE TACTICS.
1. If the enemy force is a static force (which it might be)
For god's sake use your artillery. Tau don't have any artillery (except seeker missiles, which require marker lights anyway).
Plasma cannons work really well againt regular troops.
Heavy bolter are best against suits.
Believe it or not, the best thing against crisis suits is lots of infantry fire.
-a good tactic is to use rhinos and bikes to move as fast as possible straight for the Tau.
If you wait use cover, taking an extra turn or so, Smart Missiles will hurt you within 24
and the inherent mobility of the tanks will deny you the cover anyway. Straight to the tau,
assault as soon as possible. Death companies are a tau commanders nightmare. SO ARE
APOTHERCARIES. I hate those little @!*$. URGHH!!!
2. If the enemy is a MECH force (meaning only jetpack suits, tanks, and devilfish, lus maybe vespids.
a. step A is to get as many of those (expletive) plasma pistols. Plasma pistols? I hear you cry.
yes, plasma pistols work wonders on Tau vehicles, whose strongest front armor is 13, and all
back armor is 10-11. side is 10-12, so a plasma pistol can really put the hurt on the enemy
tanks if they come close.
b. watch out for Fish of Fury, where a devilfish loaded with standard firewarriors lands right in front
of you, drops is squad, and rapid fires into your ranks. that can be29 str 5 shots with no CC
threat. Just back up your marines, and remember, surprising though it is, a regular marine
squad can hold it's own in a fire fight against a Tau squad. I would avoid terminators if i were
you, seeing as how a broad side can potentially down 3 a turn, more if in a squad. Tau have
LOTS (in contradiction to the early (crappy) tau post) of AP2, AP1, and AP 3 weaponry
Railgun: Str 10. it's armor penetration is 1. the range is six feet.
this weapon easily down even landraiders. The Tau commander
wants you, very badly, to take as many tanks as possible
(except artillery). The tau just eat tanks and take no notice.
The hardest space marine army to beat is the infantry with
librarians and lots of devestator squads.
ION Cannon. not taken too often, very effective against space marines
take out it's main gun, not that deadly anymore.
Plasma Rifle. ap2, this gun does not overheat and can be fired on the move.
perfect for those termies you don't have. (remember,
10 marines are as effective against tau as termies.
Neutron Blaster, taken by stingwings, this was meant for your regular armies.
however, vespids have armor 6+, so don't worry too much.
Seeker Missiles, can be a problem, activated by marker lights, fired auto by
tanks. take out tanks and no more seekers.
Watcch out though, many regular squads and stealth squads have
Fusion Blaster, basically a melta gun, in ALL aspects.
3. A crisis suit heavy army.
YOu have NO idea how many times every single TAU player has been called "GAY"
Because of the batttlesuits ability to move out of cover, fire, and move back into cover
in the same turn, denying you a chance for return fire.
-To counter, use artillery (with lots of protection, to stop against lone suits deepstriking with a
Fusion Gun), and assault squads. Assault squads, especially honor guards with an
apothecary, can easily take on all but the largest suit squad.
Remember to stay focused on the non suit targets if they are present, let the jump suit
squads and artillery deal with them. If you are l33t like that you can set up patterns of
fire that deny the suits any cover at all. hard to deal with, but lots of bolter fire/a couple
artillery rounds will end the game as the enemy will not have many models.
Units and how to counter.
STEALTH: I love these guys. They are hard to kill with ANYTHING long ranged (except artillery),
and they have 3 shots apeice str. 5. For these guys you just need to get space marines
at them or an assault squad. They will die under any but the smallest amount of fire.
They have potential to kill off your lone devastator squad, in one turn. Can infiltrate.
Crisis Suits: Deny them cover, use artillery or jump suits. Tough but can only kill 3 marines a turn if
Tanks or Devilfish or Pirahnas: Plasma anything works best. Or lascannons if you have them,
But taking those points to give a squad a plasma pistol (PISTOL) can mean a dead
Pirahnas: They are the equivalent (almost exactly) as landspeeders with a fusion gun. Can do 24"
boost though. Tankhunter only, they will go down under bolter fire or *gasp* plasma.
Broadsides: These units evoke an irrational fear in all of you space marine players. (And don't deny
it, I've seen it first hand every time i pull one out of my box.) These guys will whittle
away your terminators before you can say "where did my 400 points go" They also
enjoy snack on your dreadnoughts, lone characters (never let them be alone) and tanks
Defeat by locking up in close combat. They are very tough, with 2 wounds and 2+ save
and high toughness, but can't really hit back (their arm's are missile launchers!)
Short of tieing up in close combat, just don't let them see you, as they can barely
move at slow and purposeful speed.
Treat like obliterators, only better.
Regular Firewarriors: Bolters, artillery, definately plasma cannons and missile launchers.
Not much to say, barely better than marines at shooting. Their close combat
attack involves curling into the fetal position and peeing.
Pathfinders: just shoot them, and they will die. nuff said.
In closing the biggest thing is to not let the enemy dictate the battle with coordinates skimmer tanks and Jump Shoot Jump suits.
Good luck, because against an experience Tau commander, you will need it.
If i got something wrong, please correct.
Oh Yeah, and don't leave your squads by themselves, they will just die. It is sad. I cry sometimes.
You have some good points, but you need to do a lot more work to make this a solid tactica. Also I question some of the tactics you put forward, such as using a plasma cannon to kill fire warriors, and a heavy bolter to kill crisis suits.
The ideal weapon to use against crisis suits would be the Missile launcher - as it instant deaths, and allows no save. However its unlikely a tau player will leave his most valuable unit in the line of sight of a Missile Launcher. Making melta guns, mounted on bikes and drop poding troops, probably a better option. Of course, assault cannons are a good 'Fix it' to any unit.
Anyway, keep it up,
Do you think that this could fit in the "Space Marines vs-" thread?
I'm sorry if i didn't clarify, plasma pistols are deadly against tau tanks. For very little points, they easily take down pirahnas and maybe a devilfish.
Oh yeah, I forgot to mention drop podding. That is a good way to get around JSJ.
Also stops you from walking through his lane's of fire.
Melta guns are 50/50. I haven't had experience against bikes, but that would seem to work.
I am very careful when i play tau to not let any metla's close to my lines.
anyway, this is a work in progress.
My friend has whipped out a tailored list against my Tau after his countless defeat.. it finally puts the heat on me as I pull out a tie (would've been a lost if I didnt not concentrate on the mission objective).
His list consisted of 2 devastator squads - one with heavy bolters and the other with missile tank hunters; 2 Whirlwinds; 1 JumpPack Librarian with Fury of the Ancient; 1 - 2 drop pod dreadnought.
The 2 Dev. squads are there to cut down any Tau units that's visible on the table while lending support to the min/max tactical squad with lascannon in dealing with vehicles. Whirlwinds are just nasty on my Firewarriors, because of the Tau's natural low leadership (ldr7 without a unit sergeant).. the Whirlwind poses a -1 to the pinning test. If that fails to ping, the Librarian with JumpPack would move into position to get the most units into this line of fire and to attempt with pinning. The Drop Pod dreadnought serves a great tactical advantage to him.. the Drop Pod itself counts as an enemy model which would later prove to be a fatal factor to my army -- I cant regroup within 6" of it! (
Anima Tactics - try it out!
I agree, though i have never played a drop pod army.
Also, devastators with heavy bolters and plasma cannons are the bane of fire warrior squads.
The more Space marines and the less tanks you have, the harder time the tau will have.
Turtles For the Turtle God!
Shells For the Shell Throne!
All Tau players at my local store play Static Tau, there's no FoF-like list.
This allows me to play 3 Whirlwinds >_>
I've played 3 times against tau and it has always been a downhill battle: 10-men units with lascannon deployed behind a 4+ cover save to take care of Hammerheads, 3 Whirlwinds and a lone Assault squad that I deploy in the center of the table (behind cover) waiting for my opponent to move forward as soon as he gets tired to see his troops getting killed by my artillery. I know it seems a bit cheesy, but I find it kinda boring to fight armies that only rely on their shooting phase (same reason why I hate dwarves in WHF. With my standard list I usually manage to reach CC with a single unit, and that's usually enough to win the game, especially if it's 10 Assault Marines+Chaplain. But I find it a lot funnier to look at a Tau's player face when he understands that he has to move his a$$ from his deployement zone or he'll be lucky to score 100pts during the whole game
40k : Necron ,Chaos, Space Orks ,Eldar ,Dark Angels, 'Nyds
WHFB : Orks & Gobbos, Vampire Counts
G3n3s1s is located at:
Static tau armies would be good for defense and assaulting hordes like lots of leetul tyranids or orks.
beyond that, a newbie does static.
That is a reason I like Tau. They can be used by newbies, but you don't reach the limit tactic wise; there are many different tactics so it never gets boring.
I can't wait to take my deathrain crisis suits (3 suits, tl missile pods and a target lock)
Oh, and deepstriking steal/crisis suits can ruin many an artillery man's day.
Turtles For the Turtle God!
Shells For the Shell Throne!