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hey fellow tau players,
ive owned my tau army for about a year now but ive only played a few games with them, unfortuanately the few games i have played is against cc armies like SW and GK.
Ive only ever won one game and that was against a GK army n which the only reason i won was because i had 4 crisis suits left and just popped in and out of cover, here is my list
both with plasma rifle, missile pod, and multi tracker
3x Crisis Suites
all with plasma rifle, missile pod, and multi tracker
5x stealth suits
12x fire warriors
12x fire warriors
8x gun drones
I mostly play against marine's (who doesnt :blink: ) I was wondering if any tau players out there could help me with tactics or army compostion problems since i have a horrible record so far.
"I am the architect of fate!"
Mostly my opponents are Tyrannid, Ork, Imperial Guard and Nightlord - but from the latter and the few games I've played (in which I tend to cause pain amongst overconfident Space Marine players who decide to 'be easy on me', it has become apparent that there are four elements in the Tau Army that are simply lethal in these cases.
Fire Warriors can occasionally be lucky with slaying Power-Armoured opponents, although all too often those annoying 3+ saves shrug off whatever damage can be done. Thus I tend to use them as bait - the only thing the opponent can rely on to stand still. Gun Drones - while more maneuverable - simply lack punch. On the other hand, every so often they manage to pin an advancing squad of Marines, and so are worth it just for the look on the player's face
This brings us to the fun and games side of things.
Stealth suits, who bob in and out of their maximum range, showering their targets with enough shots that some of them have to get through and generally frustrating any attempts to retaliate at long range. I don't find that these are essential components to achieve victory over marines, save that they present the player with the choice between devoting a squad or two to chasing them, or simply letting his rear ranks haemorrage away as he advances. Their ability to infiltrate should *not* be sniffed at.
Secondly Pathfinders - deployed by Devilfish, theirs is the ability to get into a flanking position, firing their mini-railguns that breeze through power armour like it isn't there - and targeting enemy vehicles with markerlights to help...
The third unit - Broadside Battlesuits. These are a vehicle-mounted player's doom. If you're also markerlighting, a shot against an average Rhino will give you a 2+ to hit - rerolling if you miss - a 2+ to penetrate the tank's front armour, followed by a fifty percent chance of blowing it sky-high.
Buy two if your finances and points permit. The sight of a Space Marine army forced to walk across the table into the massed guns of your army just brings a glow to a Tau player's heart. Believe me, I know
Last but most certainly not least... Crisis Suits. For Space Marine battles, get them in groups of three, and equip them with plasma rifles, fusion blasters and multi-trackers. Bobbing in and out of their 12" range, this ensures nine shots that will instantly kill any marine they wound, tearing the heart out of a squad turn after turn after turn. If there is a vehicle left in the area that the broadsides haven't hit yet, closing to six inches practically signs its deathwarrant.
Suffice to say that Tau - when used carefully - can be a Space Marine's nightmare.
But remember this - and I cannot say it enough times. Never forget to use your jump-packs to stay at the farthest distance from your targets and still be able to fire. Assault is the death of Tau - particularly against the Space Marine.
And Khryseis gets the Vaughns Young Member Award for extreme knowledge about a favored race of his! Congratulations! *Hands him a golden dorito chip*
Well, thanks Vaughn. *puts her golden dorito chip up on the wall to admire*
Pretty, isn't it?
Yeah so far every post on tau strategies ive seen there has been a major section on crisis suits. obviosky there important for survival but what should they be equiped with to make them an effective team?
Necrons of the Hellfire temple: 8 - 2 - 0
Space Marines: 4 - 3 - 0
Tau: I'm about to find out.
Khryseis covered most things quite well, but here are some more tips.
Might want to think about gettting a Hammerhead. Agianst CC armies, they are great because they are too fast to be assaulted. With MT and the TVR they can move 12", fire the railgun(solid or blast), and can only be glanced.Throw in some decoy launchers and you've got a tank thats very hard to bring down.
Also, moving the body guard down to a regular crisis suit team might work well for you. I keep my SHas'O alone but within 6" of another unit at all times. I usually run him along side a group of other crisis suits or a gun drone squad. That way he can't be targeted unless the squad dies first.
Tactics wise: Shoot down transports early, they can get squads into cc with you before you can think to retreat.
Keep atleast 14-18" between you and your enemy at all times. Run them in circles if you need to. Just dont get caught in CC.My personal favorite everyday balanced load out is the ever popular combo that has gotten the name "Fire Knife"Necro727: Yeah so far every post on tau strategies ive seen there has been a major section on crisis suits. obviosky there important for survival but what should they be equiped with to make them an effective team?
Its Missle Pod / Plasma Rifle / Multi Tracker. If you have points, make one a team leader and give him a shield generator.
I keep them in teams of atleast 2.
Sometimes I equip one of my crisis suits as a back up/sneak attack vehicle killer,incase my railguns get toasted or teh enemy doesnt notice my CS hiding somewhere.
That one is : Fusion blaster / Plasma Rifle / Multi Tracker /team leader/ Sheild gen.
Haven't thought of a good nickname yet.
Bring him within 6 " and he can toast any vehicle. And at 12" with the PR and the FB, thats 3 armor penetrating hits on some terminators.
Thx for the great info everyone!
here is what i was thinking for a remodeling of that old list, put the bodyguards as regular crisis suits and refit them with fusion blasters and plasma rifles, maybe add 1 more stealth suit so i can have a max squad. I was also thinkin that maybe i would replace the missile pod on my shas'O with a fusion blaster since his bs would help him hit with it.
two more questions.
does anyone have any tactics for fire warriors? i only play 1000 pts right now so putting them in a transport is kinda out of the question. Every game i play the seem to shoot and hit a couple of the enemies and then they are wiped off the board without ever having done much.
my second question regards the gun drones. Should i keep them? they seem to be a hit and miss unit for me where they somethimes repay their points value and sometimes dont do squat. if yuo think i should get rid of them what do you think i should replace them with?
"I am the architect of fate!"
I would say keep the missle pod on your Shas'O and the other suits. At Str 7 , and you can move and shoot the full 36" with 2 shots, agianst a str 8 with a 12" range and one shot(fusion blaster). Maybe put the FB on 1 of the suits, not the Shas'O though.
Sounds to me like you are letting the enemy get into cc with you. Otherwise, your firewarrior squad should mop up against most other basic squads. Use your stealth suits to soften up any infantry that looks like will be coming for your Firewarrriors. Dont move them alot, get a good firebase and only move if you have to.
Gun drones are fast and CAN ocassoinally do some damage. For me they usually take fire from the enemy and keep my better units from being shot at or run with my Shas'O to keep him untargetable. Ive never been a fan of deepstriking, but if you are, give that a shot. They can also flank a group of weak transports/speeders pretty well. Be careful though, they are fragile but fast, use cover, almost same tactics you should use with crisis suits (jumpin out of cover, shotting, jumping back).
the thing with my fire warriors is that i play space marines ALOT and GK ALOT so my fire warriors dont do so well when they only hit half the time. then have to penetrate armor of 3,
then with the GK's they have those stupid teleport attack squads and teleporting terminators, which equals dead fire warriors, not to mention the fact that the shrouding is a B*tch
Since i almost only play space marines of all types i am tring to get as many weapons that can be used as space marine can openers as possible. Those missile pods are really nice at destroyin light vehicles and they are easy to wound marines with but they still only have that ap4. normally i would say that "hey, that marine player has to fail some rolls sometimes," but he has some of the best rolls when it comes to armor saves.
so in order to fix that problem im tryin to get as many weapons ass possible that dont affor him the luxury of armor saves
"I am the architect of fate!"
Against Space Marine, I have a few suggestions - those 3+ saves just make everything different.
Firstly, your Fire Warriors just aren't going to be doing the heavy damage against those guys. I advocate splitting them into teams of six and using them as speedbumps/bait. Shy of pouring a *lot* of fire into one squad at a time you'll be lucky to cause significant damage with them - so why not make the most of their flexibility, and make them the 'soft targets' that are the only thing the Space Marines can go for because they'll stand still?
Think Kauyon - Fire Teams as bait. Plus you can always equip one of them with EMP grenades to give a dreadnaught or land raider a horrible shock if they get too close.
Secondly - Gun Drones. Against Space Marines they're not going to do an awful lot - but there's always a chance they'll pin on of his squads (embarassingly) and they're one of the few things in the Tau army with an equal initiative to Marines. They have jump packs, and they deep strike. Don't discount them - they're cheap too.
Last but not least - Crisis suits. Against Space Marines, I suggest the Stiletto loadout - Fusion Blasters, Plasma Rifles, Multi Tracker, Shield Gens all round. If you really want to irritate your opponent, make them your Shas'o and bodyguard - and give the Shas'o two hardwired Shield Drones.
Fzzzaaap... nine Space Marines dead a turn, every turn, without the ability to shoot back - and these can be *any* Space Marines.