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And the Secret Tactic is......ASSAULT!!!!!
Now I know your thinking that Tau are **** in CC, while true, It's better to assault THEM before they assault YOU. Think about it, lets say in the next turn no matter what you do there be an assault, you can't get support from other squads. In that stituation that I was in in my last game I came to a decision, CHARGE! I actually won that assault mainly cause I got the extra attack and not him, it can make all the difference. Now i could show you a bunch of statistics, but I was lazy and din't bother. The thing is that the extra 1 attack can make all the difference, making SMs only able to kill a few guy while you can hit back with more attacks than them. Orks make a semi-good comparaison, They almost never get a save as far as I know yet they can still get up there and deal damge, why squads with large numbers.
Of course, to use this tactic you need a to evaluate it's use in each occaision, sometimes it might be worth it but not in every situation.
Assault can be beneficial... but not normally recommended. Look at what you sacrificed in order to get that +1 attack charging bonus- two strength 5 attacks that hit on fours as well. Personally, I'd rather take two strength 5 shots over two strength 3 attacks any day.
Now with pathfinders, it's definitely a smart tactic, especially if you're in range and they pass their pinning test. Most of the time, however, fire warriors are better off taking their shots and leaving none to retaliate at all (unlike hand-to-hand).
Tau aren't horrible in close combat, it's just that they normally strike last and don't have that high a WS. But hey, we hit marines just as easily as other marines do (4+), so we can't be all that horrible, right? If one squad gets bogged down in assault, and it's one that could take ages to finish, it might be beneficial to charge in another squad or two. The added fire power in later turns could make all the difference, but with Tau you have to be absolutely certain that you're going to win the combat and get rid of the enemy fast, otherwise it's better to just leave them to their last stand and move to a second firing line.
And when I say squad, I mean fire warriors almost always. I take 48 of them in games 1500 and bigger, so they're the bulk of my army. And they come in blocks of 12 each, so when one gets assaulted, there goes a quarter of my static firing line. That sometimes justifies my charging other squads into the assault. Especially the one with Aun'shi, as he can tear it up with some luck (had him roll six 6's out of 12 attacks in my last game at the GT... ended up wiping out a wraithguard and scorpion squad in just a few turns).
Everyone's entitled to their own opinion, even if it's wrong.
How can you have 4 troop units in your army? 48/12=4 ??? But that is not why I'm replying to this post.Originally Posted by Ā§ilentĀ§torm
I actually fought CC against SM... my 10 FW against his 6 marines... and I lasted (with a little luck on my saving throws) for three rounds. He loosing 3 marines and I lost 6 FW. But I managed to stand ground till turn six :p and that quarter was undecided... and that made me win the game (cause I had 2 other quarters of the battlefield)
Tau can be ok in CC... don't underestimate the power of big numbers and nice saving thows.
Narbilu Hordes and Warmachines
Trollblood - 36 models - 1500 pnt
Khador - 65 models - 2193 pnt
Cryx - 67 models - 1446 pnt
Narbilu Games Workshop
High Elves - 58 models
Eldar - 65 models
i agree with the first dude, evaluate the situation before barrelling on in. however, this isnt really a 'secret' tactic, its a good one, but not a secret one.
Originally Posted by Narbilu
Umm, you are allowed up to 6 troop choices in your army. Only Fast Attack, Elites and Heavy Support have a limit of 3.
There are three non-kroot close combate units in the tau army. First is the humble gun drone with its good initative. Second are the stealth suits who can take on most enemy troop units once thier sive is reduced. Third is the broudside but only for holding up those large units of hormagaunt and other units without power weapons.
Hey that's so true. My Shas'el had to assault a guard squad yesterday because they'd been dropped off by a transport next to him, and i couldn't move far away enough and be out of LOS of nasty weapons. So...CHARGE! That was turn 4. He killed 3 guardsmen and guardsmen caused 2 wounds by the end of the game. Nearly every single combat was a draw, except for the first round. I would have surly been killed the first round had I not assaulted.Originally Posted by MiketehFox
If it was a secret before, it isn't now. Nothing on the internet is secret.I'd take Initiative 10 over an extra attack for the stealthsuits. Most people don't think twice about assaulting a unit of stealthsuits, only to get slaughtered by their strength 5. I took down a Chaos Lord once that way..Originally Posted by the pink death