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Friday night I might have a game against Tau (50% possibility... other option is against Tyranids, as the player has both armies and won't tell me which one he is playing! )... only proble is I have never played against Tau in all my years of gaming!
I gave a quick read through the codex, but I only have a vague idea of what I'll be facing... any suggestions on what to do and what to field?
- Just love that maki! -
The Tau are mobility and ranged fire power. They've got rapid fire guns with a point of strength better than a bolter, and 6 inches of range more than a bolter, but they've got our toughness and aspect warrior (banshee) armor.
They've also got the most incredible ranged anti-tank that you can find, the ability to have 9 shots at strength 10, twin linked (basic human (guard) bs).
They've also got exceptional mobility with jump shoot jump on their HQs and elites.
Kroot are the only thing that can fight in close combat, and that's only on a certain level.
We beat them for up close fire power and close combat. Their tanks are going to be skimmers, so be prepared for that (though they're not near as hard as ours).
Warp Spiders and Infiltrating Scoprions will do you good. Jetbikes and the like, if used, should be used to get the charge and tie up the more mobile shooting units (and possibly win combat). Be prepared to have to deal with a lot of skimmers, mech tau is very in fashion and that means the entire army may designed as a victory point denial army.
Everything I have told you, even this, is a lie.
1) know where the dead-zones in his fire are - and which are well covered by his battle-suits. Don't forget that the suits can make an assault move. Just don't. Those dead zones are your targets for turbo-boasting spears or Wave Serpents full of Aspect Warriors.
2) Infiltrate Scorpians, or throw them in a Serpent. Either way, they kill everything the Tau have in cc. Just watch out for the Kroot in the woods.
3) If Mech Tau - Kill the Devilfish. Spears, Serpents, Fire prisms, whatever works for you. Devilfish are good, but they're no Wave Serpents. And the troops inside aren't aspect warriors. Also, kill the Devilfish full of pathfinders first. The new Tau codex makes the things insane. Can't divulge rules; just realize you don't want that much firepower only needing 2+ to hit you.
4) Remember, the railgun is only a krak missle against the Wave Serpent field.
5) Reapers can really, really hurt foot-slogging Tau. If you set up in the back of your deployment zone, you'll just outrange his rifles, and be able to vanish nearly a squad a turn of fire-warriors. They also create and exclusion zone where he really, really, doesn't want to put his battlesuits.
6) Steath Suits can kill Eldar like nothing else. Terminate with extreme prejudice. Their fields and their cannons just aren't fun.
7) Most importantly, give him something to shoot at. A Wraithlord always worked well for me.
I'd say consider the fortune seer plus shining spear tactic. They close very fast and have a 3+ regular or invulnerable save with a re-roll.
That units weakness is the counter charge. They don't have a counter charge usually.
Also their firewarrior units don't have anything that can death or glory our tanks. So go nuts.
1st things 1st, stealth suits and broad sides, gotta go.
Aspect CC units will almost always win against his annoying crisis suits.
He will more than likely out shoot you. His tanks are good but, there not falcons with holofields, vectored engines and spirit stones.
If he fields pathfinders, they are easy to kill, but dont ignore them, becuase if he targets a unit. It is more than likely the end of them.
Oh and if he goes mechanized remember those downed skimmers block line of sight and give models on or peeking around them a 4+ cover save.
Therefore he may find his sight lines highly restricted and you might be able to get some good saves vs his weapons. You'll generally be able to use cover better than them.
Also make sure you take advantage of charging multiple units simultaniously, massacre moves, and consolidation moves into combat. The goes double for shining spears (especially with fortune) who can leapfrog through their lines without being a legal shooting target.