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really I'll take anything i can get at this point so any tips or tricks I can have would be appreciated.
I am a Tyranid player and a Tau Player so, I might be able to help a little.
I have almost no understanding of Eldar though..(And I am going to try doing this without breaking forum rules).
-You won't be looking at any toughnesses higher than 4 so, you can insta-kill the multi-wound models (the suits). Tau Suits JSJ (Jump Shoot Jump) so, to counter this you can either push hard from the front and pin the enemy to the back table, or if you have deepstrikers, that can hurt the suits, you can drop these troops in behind the suits giving them no where to hide.
-Fire Warriors only have modest leadership without upgrades so, make them take leadership tests. (2D6 on average score 8 so, Firewarriors will break often if there is not an etheral present).
-From the little bit I know about Eldar some of their models have FoF so, close on the Tau as quickly as possible. I have heard Tau players claim you can't get into CC with them...its just not true. Also once you get there you should have at least better WS and I then the opposing Tau and unless they are in cover you should kill a good deal in the initial combat before the retaliate, likely forcing a moral check.
----When I played a Tau opponent with my Tyranids what worked best for me were my Hormagaunts. These units are Beasts. If Tau has anything with equivalent movement utilize it.
Hope some of that helped. Goodluck.
One of the units that really comes shining against Tau is swooping hawks, but only against mech lists. If you do take them, Intercept is a must, and only go for vehicles with them.
Against Fire Warriors, Dire Avengers can work wonders, but things like Vypers, Bike units, Harlequins and Scorpions will do nasty things up close. Falcons can be rather nasty against Tau, who tend to rely on a few Railguns to take armour out.
Against Static Tau, Dark Reapers are king, no doubt about it, they just shred everything Tau have. Remember the Missile Launcher, so if you get luck to target a suit unit, you can take out the whole unit, with ease.
Also, a special note has to go to Vibro Cannons, againt Tau, they are amazing. Being able to target suits and ruin skimmers, in addition to pinning units is amazing. I would definately take 3.
I will probably be back with more, but thats it for now
If you really need to go crisis hunting with eldar think about shining spears.
They do some extremely not nice things to crisis, stealth, and broadside suits and there's piss-all the Tau can do about them if you play your movement phases right.
Wake. Rise. Destroy. Conquer.
We have done so once. We will do so again.
I would think that guardians would perform less than par for the course.
They're outranged, outgunned, and vulnerable to all kinds of pinning. While you might get away with fleeting them up the outside of the board through heavy cover, the moment they pop their heads out they'll be eating plasma from firewarrior squads. Considering a firewarrior squad in rapid fire range will statistically wipe out half of a 20-man squad unless they're in cover...
Simply put, don't put infantry with 5+ saves on the board against Tau unless it's got a ridiculous toughness stat. Tau weapons all have superior strength, and there's a lot of it, so you need at least a 4+ armor save to survive.
Wake. Rise. Destroy. Conquer.
We have done so once. We will do so again.
Either way, I'd say that the solution is to try and out maneuver the opponent. Eldar are really good at that. Id suggest against anything too static, or anything that will deepstrike, both are submunition fodder. I'd got with guardian jetbikes, along with some vyers with scatter lasers. Fire prisms, etc. What are you looking at on the other side?
If you're playing against Mech Tau, I'd advise against any footsloggers, period. Smart missiles will make a joke of most Eldar infantry, and the tougher kinds (Scorpions, WG) are too slow to catch them anyway.
Take fast units to negate their speed, and be aggressive and blitz forward to negate their maneuverability. The longer you delay the assault, the more time the Tau player has to shoot you up. Your ranged weapons alone won't do the job; you need your specialists (i.e. dragons, hawks, spears) to deliver the knockout punch.
FYI, I play Mech Eldar against Mech Tau regularly, so some of this may or may not apply to you.
Lately I've been playing Eldar, and my brother has been playing Tau, and he's beaten me quite a fair bit recently. Basically I've learnt alot of things that you shouldn't try.
I tried a stationary army, trying to out gun him, but his JSJ meant that I never got to shoot anything to meaningful.
Also if your up against there stealth guys, be careful because if you try to shoot them, but fail the spotting distance roll, your not allowed to target anyone else. So try to be up close before you start shooting them.
I have terrible luck with all my vehicles in almost every army i've ever played, and so far the only vehicles in my eldar-tau games that survived the first couple of turns have been wave-serpents, which i really think are the best transport vehicle in the entire game. be wary,though, because if a tau commander can get one of their skimmers within 1" of your wave serpents rear, and then blow it up, all of your guys inside will automatically die.
Tau's most obvious, and most exploitable is the fact that they are primarily terrible in HTH. I find that i can decimate most of their units without to much worries, as long as a unit actually survies the march up. Obviously you howling bashees and striking scorpions are best for this, but don't forget you can also get storm guardians, who could work quite well. the crisis and broadside suits both have low WS Good S and SM T, with a couple of wounds and a brilliant SV, but luckily they're I is terrible, so a unit of howling banshees should be able to get rid of these guys before they even get a chance to retaliate, because their sv won't count against your power weapons, and you should have enough attacks so that at least 6 of them are going to cause wounds, getting rid of a full battlesuit unit.
basically I'd suggest the fastest army you can get, use you HTH units to take out those irritating JSJ units, and the battlesuits. If you like sniper teams as much as I do, A unit of pathfinders behind some rocks or walls, and they get a 2+ cover save, and then you use them to pin there fire warrior teams.
Sorry for the stupidly long post, and hope some of it helps.
Last edited by Mike Rutch; May 21st, 2008 at 13:59.
Tau are very mobile with firepower that would mince most infantry short off a 3+ save. Weapons that do not require line of sight is also a problem when facing Tau.
To get around this fast moving units like Jetbikes, Shining Spears, Warp Spiders and Swooping Hawks have a better chance of fighting because they can match the Taus mobility (Battlesuits and Skimmer tanks). However taking an entire army of fast moving units is expensive points wise and you'll end up with a very elitist army.
While foot moving infantry do have a disadvantage against Taus SmS and other such weapons I do not recommend not taking them. A Farseers psychic powers would be plenty to support your foot sloggers and get them to where they need to be. Equip him with a Singing Spear and you'll be able to face his vehicles, give him fortune and you can protect your squads or/and give him Eldritch Storm combined with Doom and you have your own weapons that don't require LoS. (Warp Spiders and Shining Spears work well with this kind of Farseer).
In all my time playing against Tau their Skimmers give me the most trouble, bloody tough and hard hitting for what they are. Firedragon mounted on Falcons tend to fix them, or Warlocks with Singing Spears on a Jetbike for harrasement. This is why faster units come in handy as they can dodge kill zones that these things hang around while you tackle objectives or other softer units at the same time. All your troops count so no acts of martyrdom.