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what is a good army list for tyranids against tau ?
Drop pods, outflanking, ymgarl genestealers in hiding...anything that gets your beasts close to his units...fast!
Record: Win - Loss - Draw: Hive Fleet Pandora (New) 32-6-6 Space Wolf 7th Co. 52-11-6
Blood Angels 12-4-2 Daemonhunters 20-8-3
Imperial Guards 12-5-2 Daemons 8-3-2
Try looking over on the Tau boards.. they have a long and interesting discussion on how to beat Tyranids... including several <ahem> challenging buildouts..
The strongest anti-Tau build uses two tyrant HQs with Hive Commander and a bunch of anything that deep strikes. Outflanking hormagaunts could also be put to good use -- but no more than two such. Everything else should deep strike.
Fill your heavies with almost any combination of mawlocs, trygons, and double-scything talon carnifexes in spores as the core. I'd recommend wings on the tyrants, too. (I assume flyrants may deep strike. Not the end of the world if they can't; still put wings on them so they can get where you want 'em quick.)
Take 2nd turn whenver you can, and let everything come in on turn 2 on a 2+, automatically starting on turn 3. Should be brutal against anybody, but Tau are particularly ill-equipped to deal with multiple MC threats all in their grill all at once. We like things at a safe distance.
ninjabackhand: point and click, again, really? even after i give you an military term "shock tactic" you still call it point and click.
RIP Warhammer 40,000: 21 Sep 1998 - 24 May 2014
Trygons/Mawlocs deepstriking right on your opponants lines to draw fire for your smaller stuff so that it can make it across the board. A Tervigon or two with Catalyst will also help keeping your guys alive as they trudge across the board.
My Arena Champions: Kharn'eth The Bloodcleaver and Gorzag Iron Jaw
If you have any spare troop slots try some burrowing Rippers. The Ripper swarm is rather poor but even a small number can make life difficulf for the Tau. More importantly I think is that with burrowing they will be a surprise and help to create too many targets for the Tau. Rippers are fairly cheap like this and just an extra distraction, pain in the rear for an enemy. Precise, clever Tau-types don't like small thing interupting their plans.
Last edited by Leech; January 28th, 2010 at 22:44.
and for the carnifex's in the pods giving them bio plasma and devourers with brain leech worms and sything talons is solid for that first entry shooting or just the bioplasma and two sything talons works if you expect it so survive getting into CC.
I might be a cynical ex-tau player, but as long as you show up to the shop with the right points you should have a decent shot at winning .
-Just come from multiple directions with outflankers, deep strikers, infiltrators and walking troops.
-find the marker lights and either deny them LOS or kill them with shooting.
-Deny Hammerheads and Broadsides MC targets whenever possible.
just have more than they can shoot and you should be fine.
- if one of your HQ's loses an assault to a Shas'el commander you lose the game.
- and if anything loses an assault against Firewarriors (excluding rippers, but just barely) you lose the game.
-----the rules of Tau moral victories.
Ymgarl Genestealers are especially viscious against Tau because the Tau are not going to be moving much when facing Tyranids. Just make sure there is a lot of area terrain. I once played against a Tau player who concentrated all his units in one piece of area terrain, but left a small corner open, 5 Ymgarl Genestealers took out a broadside unit and a unit of fire warriors in one turn. It was glorious.