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i need help as will be playing against tau soon and have not got a clue how to use nids againt tau plz help
i am meant to put soething clever and cool in this box, But do you know what i really cant think of anything at all. LOL <-----sums me up very well
*Gets out reminder stick.* Full, real words mate, c'mon now.
Tau are honestly one of the easiest targets for a Tyranid player if you ask me. They are nigh entirely reliant on long/mid ranged shooting, and incapable of surviving assault. Their massed fire, last I checked, wasn't terribly reliable. Kroot could pose an issue. Fast close combat units are your best bet. Termigaunt and hormagaunt hordes will really cause issues. Warriors may be a bit vulnerable, Tau have some nasty middleweight guns in the S6-8 range with decent AP. This could pose a problem to your MCs as well. Pods/ Wings may be the best way to deploy MCs in this instance (or really, in general).
I know a bit of Tau, but hopefully #6 drops by, if anyone can give you advice on this, it's him.
Just go to the Tau forum and find their conversation about Tyranids. The first few pages is packed with what will kill Tau.
What most Tau don't like is a bunch of CC monstors (which is pretty much anyone in Tyranids) deepstriking or podding right into the middle of their army, disrupting their firing line and reducing their movability! If you play your cards right, you might be able to massacre them without a serious problem (unless the dice decide something else)
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biovores, thier cheap i field 3 of them in every list, and there light infantry killing beasts, drop a barrage into thier firing lines and omg dead Tau, and you can possably even pin allowing you less fire to worry about next turn.
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Last edited by mente enjambre; March 21st, 2010 at 17:55.
BEST ARMY APPEARANCE AND OVERALL WINNER OF A LOCAL GW RTT (29-7-06) GODZILLA/CHOIR 2K ARMY LIST
one game my opponent tried to kill him by deepstriking 3 melta-krisis 12" from him (tau barely have enough 8+ weapons to be able to shoot the nemesis, as your mc's should be far more menacing). one bad scatter and a leadership roll of 16 later and the nemesis got unstoppable. takes out infanterie by being near them and kills tanks and elite unites with a str10 ap1 large blast.
other than that, 2 or 3 tarpit units of 20-30 gaunts, hive guard and some mc's and you should be good to go
same with necrons by the way (except switching the hive guard for some zoantrophes)
Fantasy : Empire, Chaos Warriors, Chaos Daemons, Vampire Counts, Beastmen, High Elves, Lizardmen( but i have opinions on every army just not the money)
40k: Black Templars, Imperial Guard, Dark Eldar, Tau (thinking of Eldar)
any unit within 6" of the nemesis has to take a leadership test with 3d6 at the beginning of every shooting phase. for every point they fail, they loose one wound and the nemesis gains one
edit: funny enough the krisis failed their test miserably but his firewarriors always passed. but those 12 firewarriors weren't able to make me loose half of my wounds^^
Last edited by CridiDeal; March 24th, 2010 at 17:10.
The Tyranids-Tau matchup is definitely an interesting one. In my experience so far with the new 'nids codex, games easily become one-sided affairs. Either the Tau player dominates and tables the opponent ... or the 'nids dominates and tables the opponent. Close, hard-fought games seem to be more of an exception than the rule.
To survive 'nids, the Tau absolutely must keep you at arm's length. So anything that speeds your army up is problematic. The strongest anti-Tau build for Tyranids is 100% deep-striking: 2 winged Tyrants with Hive Commander and whatever floats your boat for the rest. Just be sure to put it all in spores or that it deep strikes naturally. Mawlocs en masse (as in, take three!) in this kind of army list are especially effective at breaking apart Tau defensive deployments.
Seriously, though, don't bother attempting unless you go whole hog. Unless you spend the points and make sure you have 2+ reserves rolls on turn 2 AND that everything deep strikes ... you'll just get picked apart. The Tau army excels at local superiority, and they will kill several of your units, even in this matchup. The key is to overwhelm and overload right from the start. You MUST provide them too many high priority targets at once to eliminate. Smile as you remove the beasties they do kill, and them jump right in and start eating with what survives. Tau do not survive assaults AT ALL. Even your lowliest units will absolutely destroy anything they touch, so don't worry overmuch about WHAT dies. You just need to ensure that you have enough surviving.
Outside of Drop 'Nids, you need to ensure that you have what it takes to burn through Tau speedbumps ASAP. Kroot, piranhas, even devilfish and fire warriors are generally considered expendable and the smart Tau player will just throw them into your face right away and force you to deal with them. And by "deal with them" I mean, you will be stalled and forced to either kill what's there or to run around it. Either suits the Tau just fine. You are all but guaranteed to kill what you hit, which means the Tau can buy additional shooting turns just by letting you eat cheap fodder. They'll put these units right up next to you, preventing full moves and/or Run moves, giving their crisis suits and hammerheads time to whittle you down to size.
There are lots of ways to build 'nid armies capable of grinding through that much defensive screening, but definitely approach the game with this object in mind. Again, the Tau WILL blast holes in your army. This is OK provided you have enough redundancy. I would favor multiple smaller units over fewer larger units with this matchup. It's the NUMBER of targets that matter, not the size. Even your smallest units will chew through just about everything you can touch. You have to force the Tau player to split fire. Never give them the opportunity to focus.
Massed jump infantry can cause a serious problem. Shrikes and gargoyles and winged Tyrants -- even Harpies! -- can all be used to put pressure on the Tau early and give your slower elements a turn or two to move on up in relative safety. Limited amounts of jump infantry (i.e., just a unit or two) can be delayed fairly effectively, but large amounts of it can be too much to handle.
Learning how to provide cover saves to everything is paramount. Force the Tau player to burn markerlight hits on denying cover. That is better than allowing them to continually increase their shooting accuracy. Layer your forces, buy venomthropes, whatever it takes. You want to decrease the number of hits on your units, even if each hit guarantees a kill. Tyranids can take a serious licking and still hit home like a hammer. This is especially true when the nail you want to smack is puny li'l Tau.
As you run in for the kill, look to box the Tau in. Tau do not perform well when forced to play "firebase". They really depend on their excellent mobility to prevent assaults. The more you can pin them down in their own deployment zone the better off you will be. Speed is essential.
Last edited by number6; March 24th, 2010 at 19:54.
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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