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Is a pure Tau army able to do anything still? I ran on in 3rd ed and didn't play anything in 4th ed.
Pure Tau is no alien units, so no kroot or those flying thingys.
I say they are.
Still a good amount of players out there, who refuse to use Kroot/Vespids.
Mainly due to the fact they believe they look stupid...
Their tactics include (yet not limited to) buying "fish" for all FW teams, throwing HH pie-plates at assault squads, and loading up on tons of MLs.
Crisis and stealth are relied on more, as they are needed to "windle down" the opposing troops.
yeah. anyone who plays the farsight enclave.
I am an Indestructible master of War.
If you're not going to include kroot, what you need to do is stay mobile. Kroot are our best counter assault unit, so without them the enemy is able to assault us a lot easier. In order to avoid assault you need to have speed. That means little to no broadsides or pathfinders. All your fire warriors need to be mounted, you should have 2-3 hammerheads, and loads of crisis suits. I'd say don't use farsight because you NEED hammerheads.
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I think you can be competitive without Kroot, but it's significantly more difficult to do so.
Going that way, I would:
* Maximize crisis suits. Fill up those Elite slots with 3-man teams! I have always favored fireknives, but do play with other builds in my usual lists. But when I play 100% Tau (admittedly not very often), then it's nothing but fireknives. The flexibility is crucial for a pure Tau force, methinks.
* Maximize warfish. I would take minimal 6-man FW units, every unit getting a warfish. This army is all about the speed, the crisis suits, and the tanks. Shooty devilfish with a constant 4+ save is decent protection, especially if you have several. Aim for 3+ units like this.
* Take piranhas. Y'all are probably sick to death of hearing about why I think these units kick butt. But ... well, they do! Take a pair. You won't be sorry.
* Take a unit of broadsides with shield drones. This will be the only non-mech element in the force, but you really need the serious stopping power of broadsides. (Give them the A.S.S. and at least you can move around if you must.) You simply cannot let your opponent have the tank advantage. Broadsides are your anti-armour insurance. At games up to 1500 pts, you may be able to get away with a railhead instead of broadsides. But as the points levels increase I think broadsides become increasingly important. At 2000+ pts, it's a toss-up as to whether a 2nd unit of broadsides would be a superior replacement for a railhead.
* Take either two railheads or a railhead and a skyray for your other slots. Flexible and fearsome. (Again, large points games against primarily mechanized foes might see you favoring a 2nd unit of broadsides for one of these tanks.)
* Consider pathfinders. They're mostly static, but the superior markerlight support can be crucial for your crisis suits in particular. If you're not taking a skyray, you pretty much have to include a unit of pathfinders.
This works for me, at least.
ninjabackhand: point and click, again, really? even after i give you an military term "shock tactic" you still call it point and click.
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you dont really need to stay mobile. you can go half and half. i do this a lot when i take no kroot. i use crisis suits, stealth suits, sometimes gun drones, and hammerhead for mobile. then ill set up a firewall of firewarriors and pathfinders with rail rifles. it works pretty dang good and can throw a curve ball to most players. it also works very good against space marines and most of all imperial guard. the farsight enclave will work very good because you may only take 1 hammerhead but you pile up on crisis suits set mainly for anti-tank.
I am an Indestructible master of War.
I too like the idea of pure Tau, but more from a visual theme point of view than from a tactical standpoint.
I mostly run Mech / Suit heavy lists, but have recently started converting some Tau "counts as" Kroot and Vespids, so that I can explore the possibilities of the other unit types, without sullying the Tau only aesthetic.
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