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I am pretty new player to Tau and 40k in general. The main army i seem to play against is a friends demon army. I am having a heck of a time beating him. I have not managed to lose but a draw is the best i can come up with. The best strategy i have found is last game i put almost everything in reserve so he couldn't get the jump on any of my guys with his silly deep striking demons.
On the same topic what do i gotta do to kill his dang demon princes i throw everything i have at them and can't seem to kill one.
Like i said before im a noob so please feel free to harass/laugh/poke me but i really want to kick his !@#%!
I haven't played daemons much, but from the time I recently fought Death Guard prices die in one shot from railguns (T5) unless they have a rule I don't know about.
Deep striking daemons, what kind? Is it trouble with shooting or assaulting?
Also what other problems are you having?
Last edited by krosanreaper; May 2nd, 2009 at 20:05.
The Tyranid torpedo? Its a giant facehuger cannon. It fires an army of facehugers at the other ships. It should cause fear.
Playing both armies I might be able to help a tad, but I need more info from you, DMikulasr before I can lend specific thoughts.
Firstly, what kind of list do you and your demon opponent run?
Secondly krosanreaper, there is unfortunately a rule with the new demon list that effects heavily RG effectiveness against Demon Princes.
Being classified as a demon, DP's get the Eternal Warrior universal special rule, which basically makes them immune to InstaKill.
And the thing that stinks for Tau is that this applies to most of the army, forcing opponents to chew through each demon wound in the list one by one. If you've fought synapse-heavy Tyranids with Tau you'll know how maddening that can be.
Anyhoo, some more info DMikulasr on the lists involved, and I can offer up some thoughts.
i use an army list i fuond on here it is two hammer heads, one stealth team, to deathrains, an HQ with TL MP and plasma, two FW squads, and a team of 8 ptahfinders, i also have 3 transports.
his list are differant everytime. The things that cause me the most problems are deamon princes with wings. They move FAST and i do not have a chance of killing them before they get to me. lately i have just been ignoring them totally and going for his troops i would have won last game but he had one plaguebarer left who ducked under cover and caputred his objective.
well, when it comes to daemon princes I find gundrones work a treat. they are a bit expensive and the pinning does count for nought. but, their sts with re rolls with shoot and hide outside assault range giving two turns of firing if lucky.
They've killed a daemon prince for me before, as well as half  of a thousands sons squad. They astound me with their versatility in attacking enemies. I always thought, meh a little toy drone throw away unit, not always so. But, these dice are fickle things.
Ok fellows we have a difficult task, so we have to be more deadly than everyday.
Make mistakes and confuse the enemy - The Doctor
Tactics are nice but it is violence that wins the day.
im a new tau player and my advice may not be so viable but i have played a slanesh army with a great unclean one and a couple of horrors and have won all games vs him
SV88's work a treat vs princes and any MC's they can muster most deamon princes will have iron hide on there deamons princes to give them a 3+ armor save a SV88 with multi tracker is going to get upto 3 wounds on there DP's and thats just from 1 and the princes having to rely on there 5+ invun save pluss the SV88's can sort out any soulgrinder with relitive ease
all of the deamons troops are seceptable to mass firepower with most of the army geting no more than there 5+ invun force as many saves out of them as possible with mass firewarrior fire seems to work for me also kroot are good for this beacuse they are so cheap
beacuse the deamons can only bring in half there army in 1st turn u should try crippling it as quickly as possible (it also helps when they only roll 1 reserve per turn afterwards) hope this helps with my limited tau knoledge
Chaos are not evil just missunderstood.
when the chaos gods offered horus gummy bears he could not refuse the offer of betraying the Emperor.
You mentioned one method which has helped you counter his Deep Strikes and that is to keep yourself in Reserve. What do you keep in Reserve out of your army list?
If you could give us some idea of what your opponent fields it would allow some more direct planning too. I know you said his lists are always different, but there are bound to be certain units which he likes to use. You've already mentioned the Winged DPs, for example.
"Tau Commandment #226: Participants who use Velocity Trackers in the Tau Clay Pigeon Tournament will be disqualified"
Kendowned has a good take, DMikulasr. It does depend a little what flavor of DP your opponent is bringing to the table (esp if it be Nurgle or Tzeentch) but a solid rule of thumb with those DP's is to force them to make as many armor saves as possible as soon as they set foot/cloven hoof on the board.
Tau are particularly lucky in that their rank and file gun has even up chances of wounding the average DP (Nurgle excluded). So just put your fire warriors on the ready and pulse the snot out of anything in range. The codex save of your generic DP will not stand up any time to massed pulse fire and their Iron Hide will also fail soon enough when saved against in large quantities. In so doing you can make the staged demon deployment a liability instead of an advantage by focusing large sections of your firepower against small segments of his deepstriking force.
Now granted you will get bigger bang for your buck with your Suits guns shot for shot, but you may not want to throw those boys up as a sacrificial unit (unless you are JSJ'ing with MP's from afar which would be a very effective tactic - high volume and S). Those Suits can get a little pricey, and the Plasma has a pretty short range when dealing with deepstriking flying DP's.
Other than that I would just be very careful of the Nurgle and Tzeentch DP's as they both can pose a bigger threat. The added T for the Nurgle DP makes him harder to get rid of, and the Tzeentch abilities can drive you nuts being able to target multiple units with nasty shooting.
Have you had any issues with Fiends of Slaanaesh? And short of keeping your own troops in reserve, what counter-assault measures have you tried? How have you used your mobility with your transports?
Sorry if any of this has been said already, but i just thought I would give some 'advice'.
My step-dad plays Daemons, and he hates going up against armies that mainly shoot lots (like Tau and Necrons).
The way i play against him with my Chaos Marines, is too try and take up as much space on the board as possible (use tanks, fast things) this obviously works best if you go first, and then just get close and shoot him, as much as possible, all being immune to instant death doesn't help, when using Rail Guns I know, not sure what you have that is ok in Assault, i suppose Kroot spam might be able to kill a few troops (especially if they go first).
I would think it would be best to focus on killing the bigger units (I'm used to playing against 2 units of 20 Demonettes, and two squads of 8 or 10 Pink Horrors now) there for decreasing the attacks when he Assaults you.
Back to my first idea, I realise it could be a disadvantages, as it would give the Daemons closer targets to Assault.
Hope this helps.
He is nurgle. He normally fields an epididimus two drinces two nurgling squads two plaguye barers.
My most effective means so far is to reserve everything except two railheads and my pathfinders. I normally start my troops reserved in two transports then burn them away from there troops as fast as possible.