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i play a tau army and im trying to figure out what works best at killing them. i heard somewhere i can ignore their "we'll be back" rule by piercing their armor, unless they have a rezorb or a TS.
but what things should i take and what should i go for first?
Yau has more range with powerful weapons, and I'll bet that they'll aim for anything with range and that orb first. Any cron players best bet is to use vocer and get into cc or in rapid fire range.
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Yep, aetherguy881 is right. It is good to base on CC when fighting Tau. Remembering Tau has not very good Ld (Kroot have even more problem with this) you can think of Flayed Ones that will lower it even more and smash bluefaces in CC.
Last edited by Kristof; May 20th, 2006 at 11:17.
I disagree. There is not reason to focus on CC against tau: anything which gets to their lines will own them.
The problem is getting there.
I personally like to take a legion, with 10 scarabs to travel in a big long line in front of the warriors. Tie up as many units as possible, then start laughing when the warriors arrive. I did this against a tau player: 10 scarabs charged 2 fire warrior units and a crisis suit HQ unit, killed them both, and didnt take a single wound. Then they went to mop up his reserves.
If you take anything more individual than warriors it'll get picked off imiediately by big guns. If you take any CC units like FOs, then they'll get shot the hell out of.
Just make sure you get there in one piece.
In the aforementioned game, I did end up taking a C'tan and a monolith to make up the points. The c'tan came in late and didn't do anything at all, not even draw fire. The monolith managed to survive, but I doubt I would get away with it again: I DSed it into his lines, pushed some fire warriors and a tank out of the way, and discharged 18 warriors into the melee. A great battle, that was.
So, as I say, focus on getting stuff there, not necessarily good stuff, and not necessarily quickly. Just make sure it does.
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Yeah, a great battle without doubt. Truth be told, Tau are pretty screwed against necrons. THere is nothing in the tau army that can actually hope to stop large blocks of warriors. Destroyers, immortals, they all have firepower that the tau can only dream of. So we have better range. So what? It's with weapons that lack the ap or the numbers to do any real damage. The veil of darkness and ds monolith that teleports troops only seal the deal. Sigh. 12 inch moving scarabs that slaughter half of the tau army. Wonderful battle indeed.
You necron guys are just lucky that most of the gw staff are either under the deceivers influence or already flayed ones under cover. Otherwise you might not have gotten all them bloody special rules. Bah!
I agree with Yoohrand, there is no reason to buy up CC units vs. Tau. I would know- my last 3 games have been against Tau, and I've won all 3 relatively easily. The only real strengthe the Tau have against Necrons is being able to kill the 'lith on the first turn. That happened in all three of the above mentioned games ( After losing the 'lith, though, it became apparent that there wasn't really much else for those big railguns to do, especially since the vehicle railguns don't stand a chance against Gauss.
Sure, Tau have lots of nasty firepower, but not enough to kill a phalanx with res. orb backup before it is too late. The best way to stop them even getting close is to take a couple of units of scarabs to rush in their face. And just ignore the kroot- they either have a 6+ save or none at all, so as soon as they leave their precious woods they're dead.
Vs. Tau, AP is your friend
EDIT: Oh, and Mikey, only CC weapons which deny armor saves and double-toughness weapons in both cases deny WBB. AP from guns has no effect.
As said, necrons are one of the armies Tau really struggle with (since we can laugh at all his shiny railguns).
Flayed ones can be devastating- particularly against tau, the only problem is making combat.
Destroyers are invaluable, use them to go after hammerheads first (which will cripple their mobile firepower) and then use them to rape firewarriors.
Scarabs are lethal, turbo boost them and assault in the next turn, they will pin any unit behind a wall of wounds they will practically never escape from.
Against tau, leave the monolith and C'tan behind (railguns will ruin a c'tans day and they aren't needed anyway).
You can ignore lots of the flashier necron units, take loads of warriors and the tau will be really up against it.
Just walk up and rapid fire them in the face, watch the army crumble.
The one thing I now fear from tau is not a rail gun, and it is not a plasma rifle. It is not a gun and it is not armor. It is a very large missile with unlimited range and can be guided in, with uncanny accuracy I might add, by a marker light. If somebody gets about two or three marker lights on your x strong unit of warriors, you can kiss them goodbye. If a sky..ray? (errr, something)... launches some seeker missiles at your warriors or flayed ones you WILL take heavy loses. Seeker missiles are the ultimate weapon to take out warriors.... heck, even space marines will be easily devastated by them.
Sleepy seeker missles aren't that deadly since you can only fire a limited amount of them. Why would I care if a Skyray shoots 4 seeker missles at my warrior group that still get their WBB(if a necron lord with a Rez orb is nearby)? Not to mention once they fire their seeker missles from a unit that can't fire anymore when they run out. Really the tau have a pretty dam hard time against necrons since all their uints will have a fairly easy time mascaring fire warriors or gauss wasting their HH.
Is it me or does any other necron player get annoyed when they see people saying "Necrons eat souls". How is that even possible as souls are part of the warp and necrons want nothing to do with it? Eh probaly me just me being picky.
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I'd really whine about necrons being overpowered against tau, if I weren't having such a bad day.