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To date I have played Word Bearers CSM, Ravenwing, and Bad Moon Orks.
I have just been made the owner of some random hog pog of Tau models (for free so no major loss if I don't do anything with them). The models consist of 20 FWs, 20 Kroot, 3 Crisis Suits and one Hammerhead.
That being said my normal playing style is to do one thing but do it alot. My Word Bearers army was 9 squad of standard troops, Ravenwing was constantly moving and shooting, Bad Moon Orks was a mass volume of shoots. Each army (save the Ravenwing against a veteran player) was for hte most part very forgiving on tactics. I had alot of men and really only need to do one or two things well (be it setting assualts or shooting BS 2).
So my question being are the Tau a tactially forgiving army? I have read a couple tactics such as Fury Fish and crisis suit Peak a Boo shooting for various forums. I do recognize Tau have some major CC weaknesses to them, a challenge for me to learn, but overall are they a forgiving army.
I hate these kinds of questions because the answer is only as good as the information given.
Can you be more specific as to what type of army you wantdo, who you'll be facing, army size(planned) and the such. Generally I'd say they are somewhat forgivable, but not much, and again it's all dependant on your army, his army and both your guyse's skill and tactics
Whether you want a static, mech, or a hybrid list will effect which models to buy.
Figure out what you think you want, make a list with some general tactics or ideas attached, and then we can help you with any questions you have. Help us help you. Roam the forum and read other peoples posts till you go cross-eyed. :wacko:
Tau will play similar to Ravenwing, as far as moving and shooting. You are right about hand to hand combat, Tau should NEVER get into CC. With the new codex they made kroot a little better at CC with the addition of hounds, but they are still a 'defensive' CC squad in my mind.
I play a mostly mech list. The only static part of my list is a pair of broadsides when the points go above 1750. Oh, and I use a squad of kroot, parked in the woods/jungle somewhere. For me the key is movement. Tau are masters at movement and are decent at shooting.
Like I said, make a list and we will be glad to help. So far you have a great set of models to start with.
Last edited by Otsego; July 13th, 2006 at 16:53.
MiketehFox I apologize for making a frustrating question. My asking if the army is forgiving is more a general statement then any tactic. Such as Marine as a whole are a forgiving army there stat lines and general tatics are pretty straight forward. Eldar on the otherhand are not to forgiving they have high impact units but have a very fragile nature and one to two simple mistakes can spell doom for you.
As for my army desires I am pretty sure I am going to go Mech or Hybrid, probably leaning to Hybrid. I am not one for static lists, I find movement to be one of the most potent stages of the game. Shooting and assualts are more rolling effects from the movement stage. If you are going to make a mistake its going to happen in the movement stage.
As for what armies I play. My home games are BT, Nids, and Sisters, with an occasional DE or Eldar. I am more prone to play tournies and pick up games at stores which means heavy MEQ's sprinkled with random armies here and there. To start with I am thinking 1K. I usually elevate at a rate of 500pts over time till about 3K then move to another army, usually taking me about 2 years to hit the 3K marker. (Having kids hampers the random buying of models)
Skill wise I am the average player. I have a grasp of the core rules and read over the old Tau Codex (picking up the new one this weekend, when the wife gives me the allowance ). Desires wise I am really loving the suit models and the concept of the mech tau interests me, but not having Kroot or Vespid I think is a hamper to the army as a whole, or am I wrong in that assumption.
Thanks for your help I do appreciate it.
Are tau tactically tough.... yes and no. You really can't summarize as each type of list gives tactical abilities and difficulties that lend to a certain type of play style. In general, they are not forgiving to any sort of major mistake, but can get by a minor mistake in movement or shooting priority. That being said, a tactical blunder will cost you the game... period. You typically can't come back from a blunder like you could with CSM or SM. You have neither the manpower or armor power to do that.
Tactics and how you play determine if they are a lot or a little forgiving. As you are interested in mech and hybrid tau, let me explain how I look at mech tau versus hybrid tau, and maybe that will help you a little bit in answering your question for yourself...
Mech tau isn't really about killing a whole bunch of your enemy. Admittadly, you can kill losts of your enemy with J-S-J Crisis & tanks & such, but the main idea behind a straight mech list is to absolutely be able to dominate the movement phase, with a secondary emphasis on the shooting phase. You throw the Combat phase right out. Why should you dominate a phase that gets you no VPs? With mech tau, VP-denial is the name of the game. You might only kill 200 VPs worth of troops/vehicles, but your opponent will only kill 100 (or 0 if you play right). You select the week targets and then you hit really hard. I often think of it like how cheetahs hunt. The idea behind my mech list is that if you can place your troops/tanks in the right spot, you can kill whatever you want to and not have to worry too much about what can shoot back; as it is dead. You select the target and fight, not the other way around. You run away from assault marines to fight the weaker/easier to kill scout squad, for instance. So mech tau: hits hard where it wants to and hides. Some call it cheesy, I call it modern warfare.
Hybrid tau is very different, even though it doesn't seem like it at first. Hyrid is more responsive to your enemy and their tactics. Here, you have to take out certain threats to your army right away to protect the more vulnerable shooting lines (assault marines, for instance), and this is typically done with the fast (mech) units of the army. After that, your enemy should be exposed to heavy fire from the shooting lines of your army and not be able to shoot back with too much effectiveness. I think of it as Alpha Striking with a Navy Seal team & battleship bombardment, and then cleaning up the stragglers with the troops. Hybrid tau: Hit hard and then hit harder.
Because it is responsive, I actually think (this goes against most people's thinking) that Hyrbid is the harder of the two lists to play.
Just my two cents, hope it helped.
Last edited by Y'he Sha'is; July 13th, 2006 at 19:42.
heh ok lemme try to address the question at hand heh.
No, tau are NOT a tactically forgiving army. You can't make too many mistakes because every man lost is alot of firepower lost.
The matter isn't losing too many firewarriors, they're gone no matter what -- it's losing your backbone unit.
I was playing a CSM Slaneesh army and for 4 turns I was punishing the front lines. I deepstriked correctly, I chose my fire right, even my opponent (who was a very seasoned CSM player and played in several tournaments) was about to call the game.
Lucky Daemonettes scattered right into my crisis suits. 3 crisis suits die, that turn, 24 fire warriors on that flank next turn. Turn 6 he took out my stealth suits and my two remaining crisis suits along w/ another 12 FW.
All because I couldn't hold one bloody flank. Prior to that miracle move I pinned any movement on the CSM part with about 26 inches of space with a GUARANTEE of killing about 6 space marines a turn -- I was popping about 12-14 a turn at that point. Go bye bye crisis suits, bikes came out of hiding, followed by the remanants of the daemonettes just took out pretty much everything.
The CSM player was even willing to put an * on his win because he recognized it was a freaking lucky occurance but I told him no, a win's a win. My record w/ tau is around 6 and 3 with my gaming group. The 3 losses I incurred all dealth with stupid mistakes and bad deployment. I hope this demonstrates how unforgiving a tau army is.
Tau is an interesting challenge as battles often balance on a knife edge even more so than with other armies. One or two "lucky one in a million" shots can easily cripple your entire battle plan. Why? Tau are an army of specialists.
Tau have very few jack of all trades units and feature a large number of units that have a very limited battlefield role. The consequence of this is that Tau is one of the least adaptive armies in the games. If your opponent destroys the one or two specialists you have to deal with their predominant unit types, you end up reeling for the remainder of the game. A good example is Tau's anti-armor and anti-MEQ units. Any Tau list will have only a handful of both and few lucky shots leave the Tau sucking wind for the rest of the battle. There are ways to get around this, but it takes alot of experience to know what units you can sub-in if you suddenly find a few gaps in your army.
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