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Well, i've been playing against space marines in 1500 point games lately, and have noticed several major problems for the Tau.
1. VEIL OF TIME For those of you who don't know what it is, it's basically a power that the lets the SM player reroll anything in his turn.....INCLUDING my ARMOR SAVES!!! Perhaps the most annoying aspect is that he targets my crisis suits and other high cost targets with melta/plasma guns. When I pass the invulnerable save, he makes me re-roll it!!!! Then I lose..........
2. DROP PODS They annoyingly drop terminators and tac. squads, CANNOT be destroyed by landing on terrain, and are armed! What a nuisance!!!!
3. TERMINATOR ARMOR/ AP 4 weapons When my opponent drops terminators, he typically lands 5, including one with an assault cannon. That, combined with the fact that the drop pod that came in earlier draws my attention, means that I cannot combine pulse rifle/carbine fire on both targets. Since he has high leadership, he'll rarely fall back, and there will be many SM survivors.
ehh have you read the codex? because that is not what viel of time does. its a librarian power that in the space marine turn can choose to re-roll saves, misses etc.
well drop pods i've never met because no one can afford those FW models.
well 4 terminators should be no problem they launch 8 stormbolter shots and 4 assault cannon. that is like 6 dead firewarriors or 1 suit. then its plasma time and rapid fire!!
well i cant see why TAU should have any problems with spacemarines, they are few in numbers, slow if not mounted into a rhino ( and we all know what missilepods do to those poor things ^_^ )
the thing i fear in the army must be the devestator squads. long range tank killers!!
I love versing marines. especially blood ravens furious charge get into combat is so fun charge a squad in and let them die than they should be left in the open for alots of ap3 or higher weapons and kill so many
LeArN HoW To lOsE BeFoRe YoU LeArN TO WiN
Arrghhh! The rules are so hard to understand (at least for me.) I interpreted it as the SM player can reroll any armor saves, invuln. saves, etc. in HIS turn. So that means that if he shoots me, he can reroll to hit, to wound and if need be, my save, right??? It doesn't say anything about not being able to reroll enemy saves in the SM turn.
i think that because you are the one rolling the armour saves, he cant make you re-roll those.
i find space marines fairly solid in stats, but u get around it because it is so easy to predict what they are going to do. i personally hate space marines, but that's because a pistol destroyed my hammerhead. use terrain and jetpacks to get 3 AP1/2 (fusion&plasma) shots at them, especially termies. after shooting duck back behind cover.
lets make the veil of time rule clear to everyone that wonder.Originally posted by StargateAnise@Feb 24 2005, 05:36
Arrghhh! The rules are so hard to understand (at least for me.) I interpreted it as the SM player can reroll any armor saves, invuln. saves, etc. in HIS turn. So that means that if he shoots me, he can reroll to hit, to wound and if need be, my save, right??? It doesn't say anything about not being able to reroll enemy saves in the SM turn.[snapback]337553[/snapback]
only the LIBRARIAN can make these re-rolls. so the librarian can re-roll messed shots, hits, wounds, and his own save. only the librarians missed stuff can be re-rolled. the re-roll stands. oh and LD stuff to. he must make a Psy-test to se if he makes the spell work.
he cant make you re-roll anything!
for the greater good! dont play agains cheating space marine players!!
I hate Heavy bolters and plasma guns. One kills FW, the other kills tanks, that's all right, I get them back.
I don't play Tau, but I was really looking hard at them once and researched the hell out of them. The number one thing I keep hearing about them is that many Tau players doom their own armies because they stay still. Static Tau firepower is impressive, but its an all or nothing thing. Either you kill most of the enemy before they reach your lines, or they reach your troops with even a moderate number of troops left and rip you to pieces. There are a number of ways you can defend against this. The first is the aformentioned "Firing line" idea, where you space your troops out so that even if one squad gets assaulted, the lines behind it can shoot at the enemy survivors after the combat.
Also, don't underestimate the value of Kroot screens. Kroot are by no means the CC experts they are supposed to be, but they don't suck either, and are only 7 points a piece. Field a horde of them (40-50), and that is one hell of a roadbump for any army to overcome. When the enemy charges your lines, have your squads of Kroot intercept them. The Kroot might not win (actually, they likely won't), but they will cause your enemy some casualities and give your Firewarriors time to retreat 6-12", which gives them more shooting time.
And finally, the best way to play Tau is in opposition to the static army so often fielded. Mechanize your Tau army. Put your firewarriors in Devilfish transports, and have plenty of Hammerheads or Crisis suits. All this maneuverability means you get to dictate the course of battle. Instead of firing and waiting to be assaulted, you can load your Firewarriors into a transport and zip around the battlefield, forcing your enemy to chase you. This is also one of the best tactics to defend against deepstriking units. That, and skimmer tanks rock (I play Eldar, and believe me - skimmer tanks are unmatched, so take advantage of them).
One other thing you can do is use your Devilfish-mounted firewarriors in sort of a "Rhino Rush" tactic. Under 4th edition, you can't assault out of a closed transport. No problem for the Tau. Unload a full squad of firewarriors less than 12 inches from your opponents lines. Fire with 24 Pulse rifle shots as well as any supporting fire offered by the Devilfish. Ouch. That will rip any squad a new one. Maybe not advisable against Marines, but anyone else will feel the hurt.
Oh, and about rules not being clear: always make sure you have a codex on hand when dealing with special rules. They are at times confusing, and your opponent might use them improperly (or downright be attempting to cheat). If you don't have a codex for your opponent's army, insist that he bring one, and you do the same. It really saves headaches when there is a dispute about the rules, especially race-specific special rules because they are so rare.
Just don't keep your army in one place. Its not the only, or even the best, way to play with a Tau army.
EDIT: And psteve, how did a bold pistol destroy your hammerhead? Is that even possble, I wouldn't have thought it would be a high-enough strength to get through the Hammerhead's armour --- are Tau tanks really that lightly armoured?
To address a few of Houston's points.
First, Kroot are actually capable, point for point, of defeating most units in close combat. They won't beat Khorne Berserkers or Striking Scorpions, but they will turn equal point values of Tactical Marines into a tasty snack. Run the numbers if you don't believe me.
Second, playing the Tau as a static force actually does work quite well. Loading firewarriors into transports and dropping them off 12 inches from an untouched enemy force isn't the Tau way, it's just suicide. Sure, you'll kill a bunch, but odds are very good that a bunch won't be enough, that you'll end up getting engaged, and lose all of your firewarriors.
The role of the devilfish in the Tau army is twofold. The first is to deliver the Firewarriors to whatever firing position is best for them at the beginning of the game. Then they sit there and shoot until they're in danger of being overrun, at which point they pile into their devilfish again and run away, relying on decoy launchers, d-pods, and the wonderful skimmer-moving-over-6" rule to protect them until they reach another safe spot. Of course, in a six turn game, this fighting retreat should probably be expected to remove those fire-warriors from the game (unless there's an almost dead squad-one or two marines- that they can hop out and rapid-fire to death) but hey, that's better than them dying. To say that the Tau don't fight from static positions, however, if foolish, since they certainly do. Their strength is in the ability to quickly retreat from those positions when necessary.
Finally, like almost every tank in the game, the Hammerhead has weak rear armour, which can possibly be glanced by bolter fire. It's armour in general, however, is actually better than your falcons' (though we dont' get holo-fields or spirit stones, so our tanks aren't quite unstoppable :-p).
You cant beat Marines, you have to concentrate all your force on a small area, fish are good for that. I concentrate on killing one squad of Marines at a time, Fish of Fury, stealths are a beauty and a couple of rapid firing twin plasma's realy sort them out. Some SM players get wise and take hordes of infiltrators but I love it when they take vehicles, any vehicle against Tau is dead meat, especialy expensive Land Raiders, praise the greater good when they take one, a squad of Broadsides and its scrap.
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