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So in my game today my opponet deep stuck 5 termies right into my battle lines on turn 1. I literally spent 4 turns shooting at them and dying in CC with HQ fireknife and fireknife bodygaurd, a 2x flamer suit, a broadside, 6 FW, and 16 Kroot. I shot and avoided him as best I could but I just could not take them down.
To me it seems like perhaps this was just incredibly bad luck, but on the off chance that I am just horrible at strategy, how do you guys deal with tough enemies being deep struck into your lines? For instance do you turn your whole line on them or do you just avoid them as best as you can?
i tend to avoid terrmies with my tau, i do shoot the odd rail gunn ad plasma rifle when i get the chance swarming with kroot in combat might work
Last edited by jonojoe; December 14th, 2009 at 04:52.
see i agree, i think that perhaps my luck was just awful, 3 1's for to wound shots on the broadside and my HQ with BS 5 missed with his plasma rifle 3 out of 4 times.
But to keep this alive because I am interested, what does everyone else do to deal with tough units who deepstrike or get behind your lines in some other way?
i have beaten TH/SS termmies with combat scouts, i charged them to slow them down so i could get my dread in, but there was no need
To deal with regular terminators, AP1/2 weapons are your best bet. For TH/SS terminators, you want sheer weight of fire. Firewarrior squads in rapid fire range should do the trick.
As a Deathwing player though, rate of fire really is the best way to get rid of them. There is nothing my 25-Terminator army fears more than massed Bolter shots. Use your Broadsides and Fireknives to surgically take out specific targets and save the Terminators for your Pulse and Kroot rifles.
If they're not TH/SS Termies and actually only have a 5+ save, you can start to rapid fire some Plasma though.
Can't the Dark Angels deep strike terminators on the first turn? I thought they could for some reason...
It does sound like horrible rolling, but a few pointers I use.
There are two ways to begin to deal with them. The first starts in deployment. If you deploy in such a way that there is no large area within your lines to deep strike, it forces the opponent to have to risk having a deep-strike mishap if he wants to get into your lines. If you surround your lines with cheap & weaker units (kroot for instance), he will deep strike outside of the 'ring', and give you some space to move.
Which brings us to the second point: movement. You are more mobile than any 5 terminators (on foot). Yes, deep striking terminators will cause damage, but your objective is to minimize the initial damage so you can then flow around the threat and take care of it when you want to destroy it. The whole goal of tau (IMO, anyway) is to use your superior movement to dictate what/when you get in a firefight with the enemy.
So for instance, if you had a unit of kroot in front of the rest of your suits, positioned so that he was forced to deep strike away from the main body of your troops (by positioning of other units, or by giving an open space in a place where you wanted him to drop), you'll lose a unit to fire from the terminators. During your turn, you could move the rest of your army away from him, leaving only the kroot in range to attack or be shot at. Kroot make surprisingly good road blocks/bumps when they need to.
Just my two cents.
Last edited by Y'he Sha'is; December 14th, 2009 at 13:28.
"Listen up you primitive screwheads ... see this ... this is my BOOM-stick!" - Ash
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Listen to Y'he Sha'is. He's spot on with his deployment tactics. You have Kroot -- lots of them -- for a reason! At least, every Tau army should have lots of Kroot for exactly these reasons.
Deploy relatively compactly in a corner of the table. Deploy such that there are no gaps where any deep striker can land, with or without drop pod. Then encircle your deployment about 6" out from that with your Kroot. If your opponent wants to deep strike between your Kroot and everything else, he's very likely to mishap. Otherwise, he'll land at least 7+" away from your main army and the only real targets are your Kroot.
Deployment shenanigans and heroic sacrifices for the greater good are exactly why Kroot exist. Use them. Always.
Armies that depend on deep striking live or die by this tactic. Deploy your army to deny the effectiveness of deep striking and you're well on your way to beating the army.
As for terminators: just torrent of fire. Anything, no matter how tough or "invulnerable", dies when you pump enough shots into it. With terminators, you want to ensure that as much of your firepower forces them to use their worst save: their invulnerable save, that is. Even a 3+ (or, if you're lucky a 5+) save is better than a 2+, right? This is why you carry lots of plasma on lots of crisis suits. At least, every Tau army should have lots of plasma for exactly these reasons.
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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I generally like to organize my troops in Crisis Suit/FW/Kroot units. Basically each unit consists of a unit of 3 Crisis Suits, a unit of 10-12 FW and a Unit of 10 Kroot and 5 Kroot hounds. Each of these units are generally within 6 or so inches of each other. Think of the Kroot as a blocker/shield, so if anyone encroaches on your personal space they are always there to assault and occupy the enemy in CC until you perfectly place your FWs and Crisis Suits to their ideal firing range. While the Kroot are fighting (and most likely, dying) you should move your FWs into about 6-12 inches from the enemy unit so you can wipe them out with rapid fire pulse rifles. I usually have Fireknife Crisis teams too, so you can put those guys in the same range to rapid fire their plasma rifles as well. Luckily the Kroot will kill one or two enemy and then your shooters play mop up.
Dont forget about the enemies ability to move after they kill your Kroot with a consolidation move, make sure you can still be in that Rapid Fire sweet spot or you may be in trouble....