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Okay, most of the time i play, i play against my friend that has Tyranids, just small points, like 750-1000pt battles. he has more of a mass-melee army than a lot of big-bugs feel. Im having a lot of trouble beating him, if he goes first, than its pretty much game, if i go first, its a toss up.. i dont feel like listing my army but, basically i need advice on how to build a nid-slaying Tau machine haha, so make an army list for me if you want to, and ill apply it to the models i have, and realize what i need. Also some tactics would help to, this kid just all out charges me and i cant kill off his guys quick enough so by the time they hit HtH, they still have some good numbers(not that it takes many nids to kill a group of firewarriors lol... thanks guys
Take a squad of kroot for a counteroffensive. When his nids get close enough, charge them with the kroot. If the gaunts have a 5+ save then take a lot of firewarriors, if 4+ take 1 or 2 hammerheads with the railgun and use the ordnance. Post what you have already for tau units and how much money you're willing to spend on other units.
For if one gave, he dared assert
He knew that man was repentant
For many a man is so hard of heart
He cannot weep even though he suffers sorely
To kill lots of little 'nids, all of your crisis teams should be decked out with twin-linked burst cannons, a missile pod and hard-wired multi tracker. Tons of shots with no armour saves for those weenie bugs.
Loads of Hammerheads with upgrades. Use the submunitions against the gribblies, and strength 1 AP1 on the bigger ones. Try to keep them away from Monstrous creatures though (Multi-trackers will help you stay firing). Don't hide squads behind terrain as the 'nids will use it as a speed boost.
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STEALTH TEAMS ARE HAPPY NID DEATH. USE THE BURST JEAD! Make sure you make good use of the extra move in the assualt phase, you will need it.
Photon Grenades and Flechette Dischargers as a must.
Also Might be worth looking into the New Forge World Turrets.... Against a Mass Melee army, the Twin Linked Burst Cannon Might be nice.
On your Crisis Suits, Use Plasma Rifle / Burst Cannon / Multi-Tracker. That gives you 5 shots at close range per Crisis Suit... Any Officers in Crisis should get Duel Burst Cannons, and Plasma Rifle w/ HW Multi-Tracker.
Kroot Suck. I think your best off with lots of Fire Warriors... Dont bother with Devil Fish... Keep em all packed into the corner , and watch terrain so can take maximum advantage of Pulse Rifle range.
Shas'El w/ Duel Burst Cannon / Pulse Rifle / HW Multi-Tracker
- 91 Points
Crisis x 3 - w/ Burst Cannon / Pulse Rifle / Multi-Tracker (Bonded)
Fire Warrior A x 12 - 12 Pulse Rifles w/ Photon Grenades. (Bonded)
Fire Warrior B x 12 - 12 Pulse Rifles w/ Photon Grenades. (Bonded)
Fire Warrior C x 12 - 12 Pulse Rifles w/ Photon Grenades. (Bonded)
HammerHead A - Rail Gun / Flechette / Burst Cannons / Sensor Spines
HammerHead B - Rail Gun / Flechette / Burst Cannons
Total Cost - 1000
As a tyranid player, the most suicidal thing an opponent can do against me i stand still. It doesn't matter if everyone in your army has railguns (well, maybe that would make a difference) but you only get 1 or 2 turns of shooting even with pulse rifles depending on who goes first. I like to play against tau as even a lone hormagaunt has a chance against a basic infantry squad. Lots of fire warriors will not work as they will never be in rapid fire range (again, hormagaunts). So it seems that the tau's major problem is those 10 point leapers, right? Not really. Many people make the mistake of shooting all the little things and saing after the defeat "well, you only had a few troops left", even those troops were tyrants and fexes. Warped 314, gaunts can either have a 6+ or 5+ save, and noone ever bothers with the upgrade (WS, I St and leaping take priority over save, ity just costs too much) so they will die quite quickly. And yeah, if that biovore shoots poison mines it will slaughter fire warriors.
So fire warriors are not really the answer, even with photon nades. If a squad of tyranids gets into combat with one of your infantry squads, your squad dies. I know that this is not always the case, but it is true 99% of the time. If a squad of gaunts gets into combat with one of your battlesuit squads then it will either kill it (if there are enough powerful gaunts) or pin them in place until a tyrant or fex catches them.
Other suggestions are battlesuits. Stealth suits aren't such a bad idea, but the expensive crisis suit squads aren't worth it, they just get pinned in place and eaten. Commanders don't need twin linked anything on them, if you must take HW something take gun drones to get more shots.
So fire warriors and suits aren't great because they are too slow and get pinned in combat. So you need something that doesn't get pinned in combat and still has masses of firepower. And is only hit on a 6 in combat. And is unkillable by the large masses of gaunts. Yes, tanks are well and truely your friend against tyranids, esp. those submunitions. They are fast and powerful enough to kill most tyranid big stuff while stayingout of assault, and because they are skimmers. As KingBurriss said, multitrackers are a must for this role. Kill the shooty stuff first as it can actually hit your tanks, and then go for the big things. The only way that gaunts will threaten your tank is if a squad of fully upgraded gaunts with bio plasma charges your rear armour. Don't let this happen.
I say a good ammount of Kroot up front to keep the nids busy while you unload upon there buggy arses.
Yeah, im agreeing with the latest post, theres no way in hell that army would survive a genestealer-full Tyranid army Tonya, no offense. what i plan to do, is get two devilfish, w/ two teams of firewarriors, ram them into the Nids, unload, rapidfire, and if an assault happens the next turn, oh well, then fire, and run in with a Squad of Kroot, this should weaken up, if not swipe clean a lot of the big groups, and then ill just hose down the remaining pockets with gun drones and suitts with twin-linked missle pods, and dont forget i still have those devilfish transports to shoot with. Its just a plan ive devised, it might work, might not, but its sure as hell a lot better than getting nothing but firewarriors and bunching them together, and hopping i can hit enough to eradicate the table in 2 turns before they reach me, lol...
The Devilfishes you are getting will help a lot, but rather than charging, have the devilfishes held in reserve with their attached units, and use them to scoot out of the way once you know you are about to get assaulted.
What might work is two full firewarrior squads with devilfish support placing them right next to each other on your lineup. Then another squad of firewarriors off on one flank. Have a hammerhead with burst cannons outfitted with a multi-tracker at the least (this allows you to zip around 12 inches and fire all weapons). Have a full stealth suit squad and a Shas'o outfitted with plasma rifle, missile pod, and probably a fusion (not for tanks, but TMCs) and HW MT. That'll put you at right around 1000 points.
Setup your firewarriors on a line, with the two devilfish troops together. Infiltrate your Stealth suits 24 inches out from one flank of the enemy, I'd suggest the one facing up against your flank held by the non-mobile firewarriors. They can then jump 6 inches into range if you have first turn, or remain far enough out if you dont, then jump their 6 inches back. Have your Shas'o in back with the hammerhead and then just cut loose. Remember to keep moving, under new rules you can still shoot the full 30 inches even if you move, so you can setup closer than you normally would, and retreat back and away from him. If he gets close to a firewarrior squad with devilfish support, pop them in and run 12 inches away. The idea is to collapse the flank thats going to be coming at the non-mobile firewarriors forcing him to charge down a group thats just going to get the heck out of dodge, it should buy you more time.
(also, despite the temptation of a crisis suit, they are meant to take out hard targets, not softies like tyranids that usually dont have good saves. A kitted out fireknife gets three shots, four at twelve inches, wheras for the same price you get 6 firewarriors, for 6 shots, 12 at range, with about the chance of one shot killing a nid, now you'll just get a ton more.)