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I skimmed through the new marine codes and came up with the following. For 1850 a marine army can have a commander of whatever type with a bike, six 5 man bike squads, and 2 10 man assult squads. Using turbo boost they can hit you in turn two and then a second wave hits turn three.
Can the tau do anything at all to prevent this? Cause I cant seem them being able to dish out enough shots to actually stop the marines.
-spread out, so they don't consolodate into your next squad.
-take small squads so they are killed in one round of cc. The benifet of that is so you will be able to shoot at them on your turn.
-swarm 'em with kroot.
-use lots of deep striking crisis suits to keep them running around the field to get you.
-stay in dificult terreain whenever possible(dangerous terrian tests)
thats what id do, hope I helped (Y)
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Try to keep spread out, and shoot as much as you can. Bikes are basically mobile tac marines and so can be brought down by anti infantry weapons (they are a little tougher, but tau weapons help negate this).
As for assault squads.....remember that they can get into assault 18 inches away from where they start their movement phase, so if you are not going to get out of the range and you know they are coming after you, assault them and get your extra attack in. Its better to deny them the extra attack and get yours, since you will be getting assaulted next round anyway.
<span style='color:green'>Dark Angels</span>: <span style='color:red'>20/3/0</span>
<span style='color:gray'>Daemonhunters: </span> <span style='color:red'>Under Construction</span>
<span style='color:blue'>Minas Tirith</span> <span style='color:red'>1/0/0</span>
Ok. 6 5 man squds is 30 bikes. at T4 they should not prove much of a problem. FW and crisis suits should be able to screw around with these. Deep striking crisis suits to keep them running around.
The 2 10 man assault squads should be easy enough to take down with try and put your units in difficult terrain so they have to take a test ( on a 1 they die). Again, deep striking crissi suits and Fw, plus submunition and or ion cannon.
Tau have the best shooting capabilites of any army. You shlould be able to wipe out 2 or 3 squads per turn, and they only have so many units. try not to get first turn. Thats on of our greatest assests. If they have first turn, they have to move and get out of cover. if they dont do anything, they lose a whole turn of just shifting behind cover. If you get first turn, it means that they have ones turn grace, considering they have set up all behind cover.
A wise man once said: Blow me @$$wipe :lol:
ya it shouldn't such a big problem, just use a lot of terrain so its hard for them to get around and burst cannons to take out a lot of them, use pathfinders w/ railrifles that should get them good.
Basicly load up on heavy weapons and spread your guys out.
OH use pulse carbines to keep them back away from you.
Damn straight homies! Of course tau kill SOB then they go on a pantie raid
A Mechinzed Tau list has nothing to fear from this army. If all your heavy support slots are filled by hammerheads and all your Shas'la are packed in transports, he ain't got nothin' to assault! All your battlesuits can move 12" a turn and can therefore keep their distance. Then find an isolated squad, unload 12 Firewarriors and rapid-fire 29 S5 shots into him. Support that with Crisis/Hammerhead fire and the squad will be toast. On the next turn load 'em back up, wash, rinse, repeat.
I thought about this some, and even though the Space Marines can now wield massive numbers of odd ball units, im not concerned.
The odds of another player actually owning 30 painted bikes, or 60 assualt marines, or 6 land raider crusaders, is slim.
I truely dont expect this to come into play often.
Actually, Id like to hear about the other Space Marine abilitys, chances are we will end up seeing them more often than not.
Additionally, It would be nice to know how to deal with drop pods, as they will more likely see use than before.
The space marines are always a difficulty for stationary Tau, the new codex doesnt change much, just inclines tau to be more mobile.
As far as the new abilities, most people I see are definately taking the furious charge skill, so not much change for us there.
Tau players are just going to have to rethink their strategies, I for one picked up another devilfish and have mechanized half my army. The non-mechanized part gets wiped out, but I've been able to dance around with the other half to some effect.
Its that or just trade in for a space marine army for yourself, abandon the greater good.
four or five squads of suicide drones might do the job. Just send two of them 12" forward in turn two, so that they block the advance. The marines will have to spend at least one turn(probably two) fighting them in CC. When these drones are killed, fire at the marines with your entire army before assaulting them with the second wave of drones. When they're finished you'll get another turn of shooting. After this they should be very reduced. This means they won't be able to hurt your firewarriors too much in the two remaining turns.
Ave Dominus Nox!
It's not as hard as it sounds. If all the bikes dive forward, they'll probably leave cover and bring themselves in your LOS. With your entire army of 1850 points you should be able to take out 2 or 3 easily. The assault squads are not that hard with a couple of suits with plasma - we all know that! :shifty:
If you spread out wisely, his expensive squads will hit your small fire-warrior units and lose both time and... life. He doesn't have any antitank weapons in the force (perhaps some close-range meltaguns), but it's probably not enough to bring down your hammerheads anywayz. They'll keep his troops on their heels (finally some use of a ion cannon). Bikes are useless in cc, so your units actually stand a chance against them if they reach you (perhaps not the commander though :blush.
And I don't think anyone uses such an army... it's quite useless... :glare: