Welcome to Librarium Online!
I'm having a though time against the new Nid codex, and all the crazy stuff they can do. I realize that eventually, I will adapt and overcome, but I'm looking for some help in the mean time. I'll just list out the problems I'm having, one at a time:
-Tervigon spawning wave after wave of Gaunts, while steadily moving up the board. Thier Carnifex-like statline makes them damn hard to kill, and their ability to give FNP to nearby units is insanely difficult to counter. Even if they break their spawning ability, they're still very scary to face.
-Outflanking Genestealers owning me the second they come onto the board. Self explanatory, really. Is my only option really to always stay more than 18" away from both board edges?
-Dakka Dakka Fexes. This one's been around forever, but is beginning to become a real pain. How do I avoid losing all my Pathfinders in one turn to these things, and/or take them down quickly? Plasma Rifles only wound half the time, and my Railguns are busy firing submunitions at the infinitely spawning Gaunts.
-Zoanthropes are also a real pain in the ass with their ability to own just about anything (especially my armor!) with that huge brain of theirs.
There are other issues, but I'll address them later; these are my primary problems at the moment. Forgive me if these are really easy problems to solve, I'm still making the switch from 4th to 5th ed.
Thanks in advance!
Last edited by Illegal Carrot; May 27th, 2010 at 02:40.
Its the tervigon that spawns the guants. This guy must have some luck, I always rolled a double within two spawning attempts shutting mine down.
The last game I played against Nids, his broke after turn 2 or 3, but not before spitting out 28 Gaunts. Yikes.
And Gaunts with FNP are a pain to deal with.
Well as long as he is giving Fnp to guants, and not other things. If you are dropping the hammerheads sub munitions on the guants it bypasses their fnp, as its double tough, so that is basically him wasting that power that turn.
If his MCs are giving you the trouble, you could try busting out some ion cannons. That'd also free up some extra points to get some anti-horde suits with.
First thing you need to do is post what you are using list wise, what points level you are playing at and if you are facing the same few opponents let us know what they are using. We can help you a lot better with that info.
I am a bit puzzled as to why you are losing full units of Pathfinders to Carnies, Pathfinders should always be in cover and if possible behind a screen of Kroot or Piranhas. The outflanking Stealers can be stopped by deploying Kroot in a line down the board edge to protect your forces (deploy in a corner to minimise board edge incursion). If you are using Plasma to hit the Tervs they should be guided by Markerlights so they are hitting at BS5 if possible (I guess you are using elite level Fireknives?).
Beating Nids is all about deployment, movement suppression and target selection but they are hard to beat if you don't have the Tau list tuned to perfection and the tactics down hard.
We were playing a 1k point game. I know Tau suck at the 1k level, but I had never lost to this opponent before. Suddenly he came out with a bunch of new 5th ed stuff and rolled me, so that leaves me wondering.
He ran a Tervigon, two Dakka Carnis, two Zoanthropes, two Hormigaunt squds, a Deepstriking Lictor, and Outflanking Genestealers.
I had a Shas'El with two bodyguard (all Helios with TAs), a Deathrain squad of two suits, two six-man FWs, one twelve-man FW squad with DFish, and a Railhead.
How would cover/screening help my PFs at all, though? The Devourer is AP-; it's just that with 12 twin-linked S6 shots, I'm forced to take so many 4+ saves that my poor PFs (and FWs) are cut down, or run off the table (especially due to the Brainworm) in just a turn or two.
And I don't see how Kroot would help, either. They'd just get wiped out by the Stealers before they could even attack back. I guess they'd make a nice speedbump for a turn, but at 1k points I couldn't afford to take them either way.
Your army is very 4th Edition and needs some changes:
HQ, Elites and Heavy Support are all fine, although I'd much prefer FK's over Helios for tactical flexibility, but that's just me.
The centre of your problem lies in your FW's, in 5th Ed. they're utterly rubbish, plainly put. I'd drop the 12-man and the 6-man FW squads that should free up some points for a Piranha and some Kroot for use of 'distraction/slowdown duty', only go with a minimal squad of 6 FW's with Pulse Rifles no other upgrades should be brought for them, in 1k points games you'd need very point that you could get for the useful stuff.
I always find Flenchette (sp?) Dischargers for your vehicles utterly brilliant, as they can be used to deter units from hitting them in CC, time and again I've witnessed my opponents shying away from hitting my tanks in CC as, having the ability to wound anything on a 4+ is nothing short of gold. Put them on your Devilfishes and Piranhas, placing them on other tanks is useless.
Hops this helps
Last edited by Kai-Itza; May 28th, 2010 at 09:13. Reason: Hoppity, hoppity, hoppity-hop...
At least they are not using a mawloc and/or mycetic spores.
There is no magic pill for this match up, you need to plan your tactics game by game as the nids can have a variety of styles and attack methods.
You need your helios suits to kill the carnifex. In my game vs nids last night the king of the table was the ionhead. It tears down the monsterous creatures and at 1000pts is a lot better investment than the railhead.
Firewarrior are also very good at taking out gaunts. Wounding on 2+ they can really whittle then little beasties down.
Do your deathrains have flamers? If not I would seriously recommend it.
You have to accept that they WILL make in into combat, work out what units you can sacrifice and sacrifice them when you need to.
Mirage Arcana Podcast
The "A Smart Player Will..." theory is a complete paradox. If we make an assumption that everything we do is outsmarted, then theoretically we can never win.
I want to emphasize some of the earlier advice given by riki and others.
Tau should almost always, almost without exception, be deployed tightly in a corner. You must have Kroot units to create a buffer zone between you and the enemy.
Outflankers (unless they are outflanking vehicles) are powerless against infantry deployed along the board edge. The game rules prevent enemy units from moving closer than 1" from your own units, and so it is literally impossible for outflankers to get behind your lines if you have shielded yourself with infantry along your deployment edge. Kroot are best at this because their inexpense and ability to infiltrate allows you to deploy them a long ways down the board edge, well beyond your legal deployment zone area. That means that any outflankers that happen to arrive on that edge won't be anywhere near your main force.
Otherwise, as you noted, you will indeed have to remain at least 19" away from either table edge to protect yourself from outflankers. This is bad because then you are playing to your opponent's strengths. Using Kroot as proscribed plays to your strengths and denies your opponents.
Last edited by number6; June 2nd, 2010 at 16:07.
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