Welcome to Librarium Online!
I really love the Tau, there just awesome. With their battlesuits, awesome weaponry, etc. But there is one problem which keeps me from rushing out and purchasing a huge army, and that is their lack of hand to hand combat skills. I know that Tau are meant to stay back and fire away, but theres bound to be a some hand to hand somtime. I know that there's the Kroot, but I just don't like them. So how do you experienced Tau players keep from beeing massacred from say, Orks? Or Space Marines even? Thanks for replying.
"On second though, let's not go to Camelot. 'Tis a silly place."
-Graham Chapman, Monty Python and The Holy Grail
Mobility and tactics, Tau seem to fall into two catagories MECH AND HYBRID the mech uses DFish and Hammerheads and units with jet packs or infiltrate to avoid the enemy while picking at opponents units, they tend to play an avoidence game with victory points and objective securing being the main prioritys.Originally Posted by Cpt. Jello
Hybrid tend to play a more varied game with a central hub of FW and Kroot and a highly mobile jetpack units (XV8's and Stealths) as distraction, harrasment units.
The worst thing you can do with Tau is stay back and shoot, it just does not work Tau are meant to be a mechanised / Mech hybrid type list and this imp guard style of play which was popular when the Tau 1st appeared is now widely regarded as the weakest play style.
The main thing is using the mobility of the Tau to constantly throw the opponent of guard, and make it hard for the enemy units to close on the more static units and when the enemy does get in CC avoiding CC rampage, this can be prevented by deployment and using untis such as Kroot to counter charge and slow assault units.
I dont know if your new to Tau, but I tend to hear the same thing from players new to Tau 'I dont like Kroot' well Kroot are quite simply one of the most usefull units in the Tau list, good shooting, good cover advantages, good counter charge unit and excellent counter infiltrating unit, so do not dismiss them unless you have used and studied their rules (check the forums for advice on how to use em).
I have rarely been masacred with Tau, even against lists like Blood Angels or World Eaters, simply because if you have the mobility and the distraction sorted you have a good chance of winning.
If your opponent is getting hit on 11 or 12 different fronts a turn (my 2000pt list is easily capable of this) its a bit hard for them to commit to one tactic or to say for instance run headlong down the field with XV8,s and HH pummeling them from the rear (sounds dodgy LOL)
So mobility and tactics rather than cheese and reliance on 3+saves and CC overkill etc.
I allow one of my units of Fw to seat out in the front when the enemy gets close while the others drop ack about 12 inches and when that unit of fire warriors is dead all of my other units are in rapid fire range i find that this tactic even works aginst marines.
Well, you could look at all the kroot mercs and decide if you like them. Check out the latest chapter approved. There are riding kroot, kroot pets, flying kroot, etc. I've even seen an entire army of kroot mercs. They're more effective than you might think.Originally Posted by Cpt. Jello
But that merc list isn't allowed to be played with the Tau (don't ask me why, but it is written in that chapter approved codex).
Hmmm... must have missed that. Doesn't really make sense to me... You'd think they would be the 1st army to use em'. O well...Originally Posted by Spinkycleft
Here's a cute trick involving an Ethereal:
When your firewarriors are assaulted, remove the models in base-to-base contact as casualties first. When you (inevitably) lose combat, use your Ethereal's Inspiring Presence rule to make sure your FWs FAIL their Morale check. (If they roll a success, make them reroll it and hope for a failure.) You are immune to sweeping advance because you aren't in base to base, so go ahead and roll for distance falling back...which puts your opponent squarely in rapid-fire range for your next shooting phase. It doesn't always work but you'll die anyway so take that risk!
This strategy can be augmented with bonding and photon grenades. With practice, the Tau's low leadership can be made into an asset....
How do I protect my Ethereal from close combat? I give him two shield drones and attach him to a squad of two Broadsides who also have shield drones and generators. The Ethereal's rules and leadership give me a stable firing line, four shield drones provide immunity to heavy weapons and if the enemy is about to close in, my Ethereal runs away and the enemy has to get through my heavily-armored Broadsides first...which should give my Ethereal time to hop a Devilfish. (I like to keep Pathfinders nearby.)
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard
The strategy is not as good as you think. The opponent just moves 3" towards the fire warriors, and now they usually can't rally because of the enemy unit within 6".
You're better off sticking the fire warriors in devilfish and using stealths so you avoid assault all together.