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I recently invested in a tau army. Im new to 40k, since ive only been playing since may, but ive been having serious trouble playing my tau army. Im at a loss of what i should do, im almost considering selling it, since ive started playing one on one games ive gone 0-9. I would hate to part with my army cause i put all the time and effort into painting them and assembling them and such but im really getting discouraged with my lack of victories. If anyone could offer some advice i would really appreciate it.
Well first off, let me assure you (if you have any doubts) that the tau army is not weak by any means. Its now very popular, and for a good reason. This site is also the best spot you could have gone to for help. But before anyone can help, you will need to be more specific. You lost all your games... your definitely doing something very wrong. But give some examples please! I and a bunch of others on this forum would love to help, but we need more info.
Actually the most important peice of info you could give us would be your army list, with point values included.
Last edited by Commander Montka; August 7th, 2005 at 04:35. Reason: second thought
pasta mixed with a little death is a nummy treat for you and me!
Just tell us a few things.
1/ Your army list.
2/ What armies you lost to.
3/ Where you feel your lacking. e.g. anti-tank? anti-infantry? basically, what was the problem?
You could also do no wrong by reading a few Tau tacticas lying about, and looking at the lists/advice of the board's Tau vets.
Generally I field the following
1 shas'o command unit with 2 XV8 body guards
1 unit of 12 fire warriors
1 unit of 12 kroot carnivores accompanied with 6 kroot hounds
1 unit of 8 pathfinders- 2 with rail rifles
1 unit of 5 stealth suits
2 units of 3 broadsides, in each unit, 2 has shield generators, 2 have shield drones, one has twinlinked plasma rifle upgrade
1 hammerhead tank with rail gun and burst cannons, disruption pod, multi tracker, target lock, seeker missiles x4, and a pair of gundrones, targeting array
1 Devilfish with disruption pod, multi tracker, seeker missiles x4, targeting array, and a pair of gun drones
I tend to try to play defensively but, and am rather protective of my figures, im told that this could possibly be a ingrediant in my string of losses. I pretty much have 4 main people that i play with, those include a Tyranid army, A rather versatile Chaos space marine army, A dark angels army and an eldar army.
Hm.If you take off the Bodyguards, he reverts to being an IC (Independent Character) and can't be shot at unless he's the closest target...what weapons does he have?1 shas'o command unit with 2 XV8 body guardsMany people will tell you to get more...*shrug* Personal preference.1 unit of 12 fire warriorsThe bigger, the better. I recommend upgrading to a larger squad, usually people go maxxed (20) with a Shaper.1 unit of 12 kroot carnivores accompanied with 6 kroot houndsHm. The Rail Rifles are kind of useful, but not too useful, without the target locks. What if you are marking a Land Raider? You can't hurt it with the Rail Rifles but you're forced to shoot it anyways.1 unit of 8 pathfinders- 2 with rail riflesUpgrade to a unit of 6, or downgrade to a unit of 4. Odd numbers are bad in 40k for moral purposes...long and complicated (boring) math that I read a while ago.1 unit of 5 stealth suitsA lot of Broadsides...too many, some might say...you might want to get some Target Locks on there.2 units of 3 broadsides, in each unit, 2 has shield generators, 2 have shield drones, one has twinlinked plasma rifle upgradeWhoah. Okay. These are the two upgrades you should have on there: Multi-Tracker, Decoy Launchers. These are the upgrades you shouldn't: Seeker Missiles, Gun Drones, Targeting Array (the Array comes prepaid for on the Hammerhead!). Disruption Pod and Target Lock are okay, but still take up points.1 hammerhead tank with rail gun and burst cannons, disruption pod, multi tracker, target lock, seeker missiles x4, and a pair of gundrones, targeting arrayMultitracker and Targeting Array are okay. You need to put Decoy Launchers on it. You should take off: Disruption Pod (when you use your 18" weapon you'll almost always be in range anyways) and the pair of Gun Drones (it already has it, prepaid), as well as the Seekers.1 Devilfish with disruption pod, multi tracker, seeker missiles x4, targeting array, and a pair of gun drones
How many points are you playing, as the limits in your games? That would help, as well, so we know what to tell you to get/not get. ^_^
IMO, Seeker Missiles are massive point sinks. And the Markerlights required for them can be better put to the inaccurate Crisis weaponry or the Broadsides/Hammerheads.
I'd recommend you get more "meat" in your army...Fire Warriors, Kroot, Crisis Suits. Again, we need to know your points limit.
Pathfinders are extremely difficult to learn and master. Don't use them for a while is my advice. Your army list can also be fixed up a fair bit. Some general rules people agree on (while you can make a good army list with breaking these, if you don't break them, you are more likely to make a good army list)
Don't give commanders shield generators or drones. (remember, i said good lists can be built breaking these rules! it's just that, if you follow them, you are on your way to a good list anyway)
Don't use bodyguards in games less than 2000p.
An ethereal should be 50p, no more.
Crisis suits are best off being by themselves. They also should not have shield generators, gun drones, nor be upgraded to Shas'Vre (if you like the fluff, fine, however some people don't have fun if they start losing most of the time, so it's best to listen to this advice).
Stealth suits should be on average 30p each and in units of 4 or 6, therefore stealth units should only ever be 120p or 180p.
Fire Warriors are good without pulse carbines, photon grenades, markerlights, and bonding. (again, yes you can break these rules and have a good list, but the point is you can break these rules and have a bad list, follow the rules and you aren't so likely to have a bad list)
Devilfish must have decoy launchers. Buying a multitracker can be good, and buying a targetting array if you have a multitracker can be good. It doesn't really matter if you have an 85p, 95p, or 100p devilfish. Just don't buy any other upgrades.
Kroot should either be 10 man squads for 70p, or 20 man squad with hounds and shaper and armour. I personally see the 10 man squads of kroot excellent static shooters, and believe it is the best way to use them. Taking a combat unit of kroot requires different tactics, and can work.
Gun Drones should be fielded in units of 8.
Pathfinders shouldn't be used if you are a beginner. You should learn how to play the rest of your army first, because these guys take skill. The rail rifles are not generally a good choice either.
Broadsides also should be fielded in 1 man teams if possible, otherwise 2 man teams. Even if you have a hammerhead, you therefore only field 4 broadsides at the most. You can't really go wrong with broadside upgrades, all the options are a good choice with the exception of gun drones (shield drones can be good).
Hammerheads must have decoy launchers and a multitracker. If you have smart missiles you should get target lock.
As for seekers, only if you have pathfinders, because you shouldn't have markerlights in stealths or fire warriors (I've seen reasonable lists with fire warriors having markerlights, but stay away from them for starters). And if you do have pathfinders, don't have more than 4. I have 2 seekers and I don't even have any rail rifles.
Last edited by onlainari; August 7th, 2005 at 06:24.
The general point range is 1500 to 2000.
Shaso commander is equiped with fusion gun and missle pod/plasma rifle. He also is equiped with shield generator, hard-wired target lock, hard-wired multi-tracker and hard-wired drone controller with 2 gun drones.
I'm aware I need another battle force, I will be buying one shortly.
IMO you have to many broadsides and they are not made for teams, they attract fire and dies which make them run since they somehow often fail their leadership tests.
Bodyguards on the Shas'o isn't good, he have to be alone to work as an IC. I allways use shield generators on my suits it have saved them many times
Skip the pathfinders and the fish at6 the same time they are IMO point waste
Get a stealth more or skip one allways have equal numbers.
Skip the seeker missilles they are waste of 20 pts each
Maximize your kroots and get more FWs. Perhaps get some more crisis's. you do not need drones at any kind
Give this a read:
If you like what you see, feel free to investigate the links in my signature for more information. Hope this helps!
You seem to be lacking in Fire Warriors *I have 58 in my 1850 and 2000 point armies*. Fire Warriors are wicked good, and can do a lot of hurting with their range. I also suggest you remove your Bodyguards, as they take away the IC status and cost a fair amount of points. Just take the same suits as regular Crisis Suits, I forget if there is a stat change *If so, it's not major* and you save 10pt per suit and the 'O's IC. Also, Stealth Suits are good to have, as they can lay down the fire and are good for hopping around the board to claim objectives.
As for those Pathfinders, I suggest you leave them out for a bit. I first started and had some, they rarely do any good for me. I used 8 (3 Railrifles) with a no upgrade DF. I took it out and added more Kroot, 10 more Fire Warriors, and something else...and I have not regreted it.
Pathfinders are good if you're in bigger than 2000 point games (rare for most of us) or if you want some Fluffiness. If you like them and they have been doing good for you, by all means, keep them. This is just from my personel experience.
We all play our different ways. Perhaps you just haven't found your way.
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