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Thread: Tau Vs Gk, 1500

  1. #1
    Son of LO mEGALOMANIAC's Avatar
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    103 (x8)

    How would one beat a Grey Knights army with Tau? It's a roughly 1500 point army (we're not too worried about overlap).

    HQ:
    1 GK Grand Master (Teleport Homer, Hammerhand, Icon of the Just)
    3 GK Terminator Retinue (1x Incinerator)

    Elites:
    1 Ordo Malleus Inquisitor (Psycannon, Artificer Armour)
    1x Sage
    2x Heavy Bolter Servitor
    1x Plasma Cannon Servitor

    Fast Attack:
    7 Grey Knights (1x Incinerator)
    1 Grey Knight Justicar (Melta Bombs)

    7 Grey Knights (1x Incinerator)
    1 Grey Knight Justicar (Melta Bombs)

    Troops:
    4 Grey Knights (2x Psycannon)
    1 Grey Knight Justicar

    4 Grey Knights (2x Psycannon)
    1 Grey Knight Justicar

    Heavy:
    1 GK Dreadnought (DCCW, Storm Bolter, TLLC, Smoke, Extra Armor, H/K Missile)


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  3. #2
    Senior Member slackerhauk's Avatar
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    Crist he takes all Grey Knights...no allies. Well first off instist not to play deepstrike. Secondly makes sure your crisis suits don't die use line of sight rules to block enemy fight, take broadside they'll be a big help in this game were a tank probably will not be. The thing about GK is you want to get close enough for your instant kill weapons on the crisis but not to close and imune to enemy fire by staying out of line of site. The truth is I haven't played them this is just my observations from stats =/
    <a href="http://www.liquidgeneration.com" target="_blank"><img src="http://www.liquidgeneration.com/quiz...link.jpg" border="0"></a>

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    It looks like he has tried to build an Anti-Tau Army List, but forgot to read up on the Tau before he did.

    Well, not to worry, he has made several stupid mistakes.

    1.) His mobility SUCKS :o - None of his squads have transport. They will be like fish in barrel.

    *Keep in mind though, he can Deep Strike regardless of Scenario rules.

    2.) Bad Form - :rolleyes: It would appear that he plans to Deep Strike his GM and GK Termies in close to your army them back them up with the other 2 GK squads. BIG MISTAKE! If he does this your job is easier, because half of his arny in stuck in reserve until the second or third turn. That gives you a good window of opportunity to seriously maul the 3-4 units he does deploy.

    3.) Small Army - Keep in mind he only has 36 models in his army, with 20 of them held in reserve, that leaves you 2-3 turns to rape his 15 man/1 vehicle army.

    4.) Never, Never, Never, Never, Never, EVER Try to outshoot the Tau - :lol: He has built his army around alot of firepower, the GK are good at this EXCEPT against the Tau. Your Firewarriors still get their save against his basic weapons, and your basic weapons outrange his, AND your crisis suits can out fit with PR/FB/MT and dance around his slow moving squads, without fear of retaliation.

    Hope that helps you stomp his sorry a$$.

    Foolish SMurf to stand in the way of the Tau'va.......

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    Having fought against GKs repeatedly (there are three GK players around here), your opponent can go this a few ways.


    It looks like he's planning on using his Deep Strike rules heavily. If he does, he will probably try to drop the DeepStriking units behind you to catch you between the two halves of his army.

    The simplest way to prevent this is to be prepared for it. Use a high-mobility army (lots of suits and 'Fish) and deploy your lines in mutually supportive positions. Keep buildings or trees between your squads so that he can't tie up your entire line with a single charge.

    You WILL outmaneuver him. Use the Battlesuit's ability to hop out of cover, snipe with impunity (which means Missile Pods and Plasma Rifles), and then hop back into cover.

    Don't overlook the usefulness of Shield Generators against his Psycannons, but DO NOT GET ANYWHERE NEAR HIS INCENERATORS. These things are short ranged, but ignore ALL saves -yes, even invulnerable ones.



    The other option that he could use is to sit back on his table edge and pound at you with his guns. This is actually a safer option for him than going after you in assault. His armor is generally better than yours, and his numerically smaller army will be able to take better advantage of cover than yours.

    If he does this, you want to force him to come out after you. Use Crisis and Stealth teams to harass him into attacking. Once he does, you can use your mobility to flank and destroy him.

    The Knights can be a tough army to crack, but if you outthink your opponent, the day and the field will be yours.

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    Incinerators don't ignore all saves, just cover and Inv. ones. Suits still get their 3+, but FW's get slaughtered by Inc. and Psy.

    All the shots aimed at your FW firing line are shots NOT aimed at your Suits.
    Your FW's are more expendable than your Suits and his GK's. He has 400 points tied up in 2 5-man Gk squads.

    Your FW's can out-number him 4 to 1, I for one like that kind of odds.

    May the Tau'va guide you.....

  7. #6
    Son of LO mEGALOMANIAC's Avatar
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    Haha, well to start with, this is *my* army, me and my Tau buddy are trying to figure a good way to beat it

    Second, I didn't build it with anti-Tau in mind, it's just the way it is.

    1.) His mobility SUCKSĀ* - None of his squads have transport. They will be like fish in barrel.

    *Keep in mind though, he can Deep Strike regardless of Scenario rules.
    Yes, all the fast attacks plus the GM/termies will Deepstrike.

    2.) Bad Form -Ā* It would appear that he plans to Deep Strike his GM and GK Termies in close to your army them back them up with the other 2 GK squads. BIG MISTAKE! If he does this your job is easier, because half of his arny in stuck in reserve until the second or third turn. That gives you a good window of opportunity to seriously maul the 3-4 units he does deploy.
    1) with that many DSing squads, some of them come in sooner than later.2) my units on the table are always always always out of LoS (and yes, I know about the smart missiles). 3) mauling GK is not as easy as it sounds. you'd have to use heavy/exotic weapons, because for a fire warrior to be able to shoot me, I can shoot back. Also, don't forget the fact that I'll have a 36" heavy squad (inquisitor and retinue) and 4 psycannons on the table from the start. It won't be a one sided shoot-fest in the first few turns.

    3.) Small Army -Ā* Keep in mind he only has 36 models in his army, with 20 of them held in reserve, that leaves you 2-3 turns to rape his 15 man/1 vehicle army.
    Last game I played, my "small" army beat a 60 or so model SM army. And I didn't have the dreadnought or Inquisitor. Remember, power armor or better.

    4.) Never, Never, Never, Never, Never, EVER Try to outshoot the Tau -Ā* He has built his army around alot of firepower, the GK are good at this EXCEPT against the Tau.
    GK *SUCK* at firepower. They have no long range heavy except for Psycannons (come on, an S6 AP4? it works against unarmored only). My army is actually centered around CC (and despite what it looks like, I basically stop shooting with my troops around the 2nd or 3rd turn, due to proximity)

    The simplest way to prevent this is to be prepared for it. Use a high-mobility army (lots of suits and 'Fish) and deploy your lines in mutually supportive positions. Keep buildings or trees between your squads so that he can't tie up your entire line with a single charge
    Now THAT's good advice. Suits and tanks are the downfall of Pure-GK armies.

    Don't overlook the usefulness of Shield Generators against his Psycannons
    I thought that SG's used invulnerable saves? Psycannons ignore those...

    DO NOT GET ANYWHERE NEAR HIS INCENERATORS. These things are short ranged, but ignore ALL saves -yes, even invulnerable ones.
    Only ignores the Invuln and Cover saves, but an S5 AP4 template is still a bitch and a half. But because of the range, it's only really effective when I'm about to charge. So a Tau over 8" away doesnt have to worry about it.

    The other option that he could use is to sit back on his table edge and pound at you with his guns. This is actually a safer option for him than going after you in assault. His armor is generally better than yours, and his numerically smaller army will be able to take better advantage of cover than yours.
    Viable, but barely. Psycannons cost a LOT. And the Dread will probably draw enough fire to drop after a turn or three at most. CC is the easiest way, honestly. Hence the DSing.

    If he does this, you want to force him to come out after you. Use Crisis and Stealth teams to harass him into attacking. Once he does, you can use your mobility to flank and destroy him.
    Once again, good advice. The GK have great mobility - sort of. Once they DS into the game, they stay there. So I'd say let me come to you ( ).

    Alright, basically what I'm seeing as the most effective are Smart Missiles, Crisis/Stealth suits, and vehicles, and a lot of shooting from afar. On top of that, I'd say spacing your units out (no real ordnance true, but with the scatter on DSing, you could screw a GK player over royally by being spread out properly).

    The problems with those strategies is DSing. It goes a good way to screwing up BOTH players' battle plans. If the scatter and reserve rolls go well, my GK could be in a prime position to cripple these army ideas, but if they roll badly...

    I really think GK vs Tau is one of the hardest fights from BOTH player's sides. On the Daemonhunters board, the Anti-Tau strategy thread came up with no clearcut way either, just a "if THIS works, then good, if not, then surrender", same as the Tau's dependance on Suits.

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    I guess you have never been on the recieving end of 4 squads of well handled Crisis Suits and Stealth Suits.

    Against both Crisis Suits and Stealth Suits the Shrouding (that works so well against all long ranged firepower) is useless because they are less than 24" away (usually)

    Two full squads of Crisis Suits puts out 18 high strength low AP shots *PER TURN*, and they will be bouncing back out of LOS at the end of each of their turns. This will on average kill approx. 7 or more power/terminator armored troops per turn. The flip side is they have T4 two wounds and a 3+ save which NONE of your ranged weaponry bypasses. <_<

    Two full squads of Stealth Suits lays down 36 S5 AP5 shots each turn that while not as destructive as the Crisis load-out still will kill 3 or more power/terminator armored troops per turn.

    True, Firewarriors don&#39;t out range your Psycannons and Fire Warriors get mauled pretty brutally by Psycannon fire, BUT if your Tau playing friend does a half-way respectable job of maneuvering his Crisis/Stealth Suits your 2 psycannon squads won&#39;t survive Turn 2. And your Psycannons will only take out 5-6 Firewarriors per turn, and assuming your friend take a conservative 3 full squads, those are acceptable losses.

    3 x12 FW, 2 x3 Crisis, and 2 x6 Stealth only comes to 1140 points. That leaves 360 points for a properly tricked out Shas&#39;o and Bodyguard which BY THEMSELVES can account for another 8-9 power/terminator armored troops per turn. :blink:

    Beating the Tau with a GK army is not hard or impossible, just alot harder with the list you have put together. :unsure:

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    If your friend is reading this exchange, he needs to space his FW squads properly to avoid DS troops and to provide mutual support.

    One last thing, alot of people think that Tau get raped in CC. This is mostly true BUT Crisis Suits and Stealth Suits especially, are not all that terrible. Look at their Stats Crisis = S5&#33;?&#33; 2 attacks?&#33;? Stealth = Count as in cover in assault&#33;?&#33;

    Just don&#39;t expect it to be a cakewalk.

    If you both handle your armies well, it should be a very interesting fight.

    Let us know how you fair.....

  10. #9
    Son of LO mEGALOMANIAC's Avatar
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    Never expected it to be a cakewalk. I just wanted to know tactics that either side could utilize towards a victory. (And now I know it&#39;ll be that much harder - 30" range on FW&#33

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    Yeah, I love it when my opponents forget about that little detail.


    And don&#39;t worry about the Tau not being able to see you to shoot at you. Crisis Teams function best in the 24-36" range band, but they&#39;ll have no problems ramming their shots down your throat at 12" if they have to. Rapid firing AP2 Plasma Rifles is a BAD THING for Marines.

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