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Ok, I'm still new at this so don't blast me.
My friend just picked up 1k pts of Tau. He used to play IG which was a little tricky for me, but now with these Tau I just get pummeled.
Here's roughly what I take: 1000pts
5 Scorpions + Exarch
Farseer with Fortune and Doom
2 sqauds x 10 Gaurdians
Wave Serpent for the Scorpions
Usually with a Scatter Laser
3 War Walkers
EMLs and Scatter Lasers
I think that's all the points I could have, but I'm not 100% because I don't have my list with me. (Work in progress).
Here's generally what happens. We play on a 4x4 board with an unfortunately small amount of terrain. No matter how hard I try, he manages to get 1st turn and manages to get a rail gun on one of my tanks right away... wouldn't you know it....poof. Even if it doesn't explode my scorpions are out now and my tank is torn up. If I'm lucky I'll be able to get the other tank moving, but not usually because he's got so many rail guns. The Walkers get slaughtered pretty quickly aswell. And the gaurdians are no match for fire warriors. Even Avengers get eaten before they're in range....
He stays put and shoots just like he did with IG. Moving fire warriors back if I start to get around 20" away.
I think there's a few fundemental problems with what I'm doing.
1) War Walkers against Crisis suits with those drones get massacred....regardless. That kind of long ranged fight against an army with serious weaponry long range just won't work.
2) There isn't enough terrain on the board/it isn't big enough to cover my army first turn. I usually end up getting hit pretty hard right away with the weapons he has.
3) The gaurdian points are effectively a waste, because by the time they get in range... they're effectively dead or will have already fallen back off the board.
I would like other thoughts. Would a less numerous, but more mobile army be smarter? Should I take rangers to pin his fire warriors? Should I go the other direction and take tougher units like wraithgaurd and lords and avatars and just march down his throat while getting support fire from a tank or vypers?
Any suggestions are more than appreciated. I'm tired of being beaten for all intents and purposes by turn 2. Thanks.
Make sure your board is set up by a neutral party, or if unavailable, by taking turns placing scenery, before rolling for corners.
If you usually don't get first turn, anticipate this. Hide your stuff so that he spends his first turn moving into your fire lanes.
Infiltrate the scorpions and use the serpent points to buy a vyper or two, or some more walkers. Or beef up those guardian squads. (What heavy weapon do they have, btw?)
Make your war walkers more specialised. Don't give them the EML and Scatter laser, give them two scatter lasers.
Now that your scorpions are infiltrating, you might want to throw a couple more bodies in to hold off that leadership test. You want these guys to get in combat and stop the shooting.
You could also throw in some jetbikes (or spears) in order to stop the shooting early as well. Remember, when bikes turbo boost they have a 3+ invulnerable save. Have the Farseer fortune them before hand and now they have a re-rollable 3+ invulnerable save (better than a 2+ save with an 88% chance not to fail) Now you can't shoot or charge yet, but if you are playing on a 4x4 board, you have just hit his lines, next turn will be a charge!
Good luck my friend!
Gareth is the person I try to impress when I convert and paint.
It's tau, their Weakness is Combat. Use your scorpions, and use them well.
Like mentioned, infiltrate them get them 12" out of LOS if you can, and BAM first round they can be in combat and killing front lines. Along with that because they infiltrate you can put them near his infantry (set up last)
against a hammerhead. Keep the vehicles to a minimum and what you do have. ALWAYS move em at least 6" to keep from penetrating hits
Know your enemy. Tau are a low Ld army. So force them to take LD tests. Rangers are a great investment if you can plop them 6" into terrain. It'll give them great cover saves and force more than likely 1 squad to be pinned per turn.
In the long run, just keep that hammerhead's use limited. Don't give him shots and if you DO make sure he has to leave other things alone in order to kill what he wants.
IE...make him move out of LOS of your scorpions to kill your guardians.
I'm sorry, but that was the most annoying post I've ever read. Does your finger have a twitch or something? If so, that would explain the terrible overuse of the '.' key. When writing a post here, please, use some semi-proper typing skills. Thanks. - Firedrake28
Last edited by Katie Drake; December 27th, 2006 at 16:48.
Firstly, pick up a wraithlord.
Deploy it smack bang in the middle of the board, or as close as you can to your opponent. Let him soak up some rail fire and give your tanks the chance to move. Make sure though that the WL is a big enough threat to the bloody railguns that they have to shoot it. Also, try deploying ur tanks hull down or out of sight.
Well I think the general consensus is try to get some more resilience and I'd say I agree.
1st of all he plays mech tau right? or is he one of the few that plays static tau? and does he use kroot at all? does he have a focus on crisis suits or fire warriors?
Wraithlord to attract shots on the 1st turn might work. Give it a bright lance and start boasting it lowers his railheads armour (don't tell him you probably won't do anything with a single bright lance anyway and don't tell him its range). With a bit of tabletalk (and a scary wraithlord if you are a good painter) it can attract shots at it. Of course if hes a good player this will only work for the 1st few games and he starts shooting your transports again.
Fortuned scorpions are amazing. I once got rapid-fired from fire warriors. 40 odd shots. 32 hits. 27 wound, 25 saves passed and the last 2 passed on the re-roll. From there they can move in and take out his fire warriors/kroot. Don't do this if hes crisis suit heavy.
I'd also disagree on scatter lasers on the war walkers. I'd say use a pair of missiles on them. A threat to the tanks, instant kills suits and plasma ignores his fire warriors/kroots saves and tau are vulnerable to pinning (unless he has an ethereal [unlikely]).
And does your farseer really need doom?
Check out my Codex: Farmyard Animals here!
If anyone wants any kind of help writing fluff for any kind of GW army just ask.
Remember that the board should be 25% covered by terrain. This isn't a hard rule, but the rulebook supports it. More terrain = better games, not just for shooty armies
What scenario are you playing? Lots of scenarios have objectives that don't allow one army to just sit back at the table edge and shoot if they want a chance at victory. If you're just putting stuff down and making it kill you're missing out.
Yes, i had trouble when i first started playing 40K because we didnt use senerios and just shot it out on a board that was much larger then 4x6. Since then we have added more terrain (like the book sugests) and use senerios now, the game has totaly turned around. With a little experiance and the other changes i win almost every battle even 3 way games. One thing that will help you with your vehicles on turn 1 is make sure to roll for dusk to dawn, and maybe try some escalation games. Eldar doesnt do well in large open boards just crushing the enemy. We do best with terrain and objectives in my opinion.
sorry my spelling sucks, heh.
1.Your unit moves as jump infantry,
2.Your unit has fleet of foot
3.Your unit moves as cavalry.
5.The enemy moves towards you (i.e. gets to move first, or is subject to some special rules IE Black Templars).
Check the rules carefully. Infiltrate clearly states over 12" without LOS. As scorpions have power armour they lose their fleet I believe.
Hence, if you're getting first turn charges and the above conditions aren't satisfied, then you're doing something naughty, or wrong or both.
Not that this makes infiltrate any worse. It's great psychologically and practically too. The scorpions are a very real threat - he'll have to spend resources dealing with them. Resources which aren't spent on the main body of your force.
LO RulesOriginally Posted by AnonymousOriginally Posted by Cyric
Firstly, if you start with anything in cover, make sure it's the skimmers.. Once those skimmers start moving, Tau will have a very hard time bringing them down without wasting railgun shots. Try and make sure the rainguns hit the front of the wave serpent as well, as it removes all of their advantages.. If you're starting with skimmers in the open, it's a problem. I know you say you have limited terrain, so prioritize.. noone cares if the guardians get shot up in turn 1, the skimmers are important.
The war walkers, on the other hand, are kind of asking for trouble.. the best you can hope for is to break them down into smaller units so that they won't all be blown up by a well placed crisis volley. Maybe field two and take out the other one to buy more useful stuff, like filling up that wave serpent with scorpions.
I don't think your troops choices are optimized. Those poor guardians are just going to get minced trying to get into shooting range. Give them a support platform with a scatter laser or something and have them hover at 36", where fire warriors can't hit them. It won't do much, but it will surely annoy. It might even pull the fire warriors forward, which is good.. you're now dictating his gameplan, rather than just charging across the board like an extra from Zulu, which is what he wants.
Static tau are just that.. static. Outrange them or force them to move and you're well on the way to victory. My advice.. use your scorpions as a disruption, to punch a vulnerable location in the opponents forces (like a broadside team, especially if your exarch has a claw) the real damage will be done at 36", perhaps even 42", because fire warriors have no heavy weapons.
A lot of people overestimate fire warriors, I'm of the opinion that they're actually fairly poor troops without markerlights to guide them.
Last edited by The_Giant_Mantis; December 26th, 2006 at 23:55.
a few different thoughts than heard above:
ditch the EMLs on the walkers... with their lower BS you can't afford 1 shot weapons. I personally like the Scatter Laser / Star Cannon combo. They both have the same good range, both high strength, one with a deadly low AP to help cut thru all those power armoured enemies (crisis suits )
I'm surprised nobody mentioned this (that I saw at a glance anyway)-
drop the scorps, and add howling banshees or harlequin. The banshees have power weapons that will negate the crisis suit armour saves, and harlies have the veil of tears and SHOULD have harlequin's kisses.
The VOT will greatly reduce his ability to shoot the on-rushing harlies, and when you DO get into combat... well, let's just say the harlies'll be tired from climbing over the PILES of dead Tau >
Regarding the skimmers, not having 1st turn stinks (I know, as I've yet to win 1st turn with my new eldar in the 7 games I've gotten in) Definately, you have to make sure they survive the first turn to get moving... once on the wing, they're very frustrating to try and kill, and the Tau will surely waste a ton of fire on them.
Last thing, if you can, I'd dump the guardians in favor of Dire Avengers with Bladestorm in a Wave Serpent. Unless you're simply using the guardians as ablative wounds for your weapons platforms.
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