Librarium Online Forums banner

1 - 20 of 51 Posts

·
Registered
Joined
·
77 Posts
Discussion Starter · #1 ·
Okay, so with the way we're set up in the Eye of Terror Campaign, we can only make war on the borders of the Tau Empire - which, much though I hate to say it, *does* make sense for a race without long-range warp jump capability that's over 10 000 light years from the Eye itself. <_<

This would seem to mean there isn't all that much point in strategy - deciding where exactly we're going to attack once the Campaign kicks off. On the other hand, there is *definitely* cause to look at Tactics.

I've read Battle Reports with Tau butchering their opponents, and some where Tau get annihilated, and though that's of course partly due to the way the opponent plays, it takes two commanders to get a massacre.

Hence, hopefully this will be a place where we can share tactics, things *not* to do, opinions on army composition and such for the upcoming Campaign.

Personally, my armies tend to lean heavily towards massed battle-suits, and have a fairly good record of butchering Tyranids, most Space Marines/Chaos Space Marines, Guard and On-foot-Orks.

Black Templar are the most dangerous Space Marines against Tau in my opinion - the fact that if they break they speed up being particularly irritating when one is trying to stop them from hitting your lines, although this can be fairly easily countered by simply obliterating them one squad at a time.

Speed Freeks are my weakness (as I've mentioned elsewhere), so any suggestions for how to take down a Force-fielded, Mega-armour/Burnaboy, Grot-rigged and Extra-Armour-plated force would be welcome...
 

·
Professional Lurker
Joined
·
2,085 Posts
shoot em alot and if you destroy their transports they then are destroyed when they fall back
 

·
Registered
Joined
·
523 Posts
One of the most important things is not to fight other Tau players cause all well be doing is hurting our own empire.

Tatcics I use is a traditional balanced army with some tanks, some suits and a backbone of firewarriors. It works well and I have done okay for myself against all types of armies.
 

·
Registered
Joined
·
96 Posts
Yeah, band together for the greater good.

Played a blood angles guy recently. Death company rhino woth overcharged engines and auto black rage is not fun. Powerfists in broardsides in turn one :(:(:(

They are the worst to play against as tau.
 

·
Registered
Joined
·
523 Posts
I played a dark elf wych cult army. The mission was called last stand. They were on all sides of me while I was in the middle bottom. They were able to assualt in the first turn. It got uglier from there. The wych cult seems to have all these nasty extra rules like lowering your ws. In hth my guys were worse than usual having to role a 5+ any time I was in a fight. Needless to say the game was over quick. I felt raped. :blink: A learners experience there was not much I could do.
 

·
Registered
Joined
·
77 Posts
Discussion Starter · #6 ·
Y...ess... I think its safe to conclude that on a smallish map - shy of some extremely freaky dice rolls - against fast-moving assaulty armies, we're pretty much toast. :(

On the *other* hand... I made an interesting discovery today. My local club has been doing some modelling for the EoT thing, and they've made some Tank Traps... B)

Exactly Forty Five seconds later I challenged a certain Speed Freek army to a game, which just-so-happened to be on a map with... you guessed it... Tank Traps.

:D

Five turns later, his army was taken apart. There is something curiously... satisfying about watching Speed Freek Boyz having to get out of their Trukks and walk into the teeth of a Tau force... and while Broadsides have a ball obliterating bereft Trukks, the rest of the line simply fires into the Boyz and makes them break... and that's that :)

Blood Angels and Dark Eldar I can take (although that last stand mission might give me nightmares for a while). Speed Freeks... well, now I can make them get out and walk... :rolleyes:

Step Right Up! Lay Right Down!
 

·
Registered
Joined
·
27 Posts
I found using small squads of Fire Warriors worked very well against Eldar,

4 Troop Choices

6 Fire Warriors - 1 EMP 6 Photon Grenades All Pulse Rifles
6 Fire Warriors - 0 EMP 6 Photon Grenades All Pulse Rifles
6 Fire Warriors - 0 EMP 6 Photon Grenades All Pulse Rifles
6 Fire Warriors - 1 EMP 6 Photon Grenades 3 Pulse Rifles 3 Pulse Carbines

I also used a squad of Gun Drones on their own and they did better as a squad than when they are with a squad of fire warriors, i took about 6

move one team of fire warriors maybe the group with one of the emp grenades to attract tanks while you position the other squads around it. when the men get out of the tank make sure they are far enough away for an assault use you pulse carbines of your GD's first because they can retreat if needed during the assault phase but they may pin the squad that just got out of the rhino or wave rider or whatever it is and then if pinned or not fire all you got. This really worked for me.
 

·
Registered
Joined
·
523 Posts
Played in a pre EOT RTT and did okay. Played two dark angels army and a Undivided Chaos Army. 1200 points on 4 by 4 tables. It was interesting. I lost my first game to a DA player whom I wiped out his squads but I couldnt seem to hit his dread and annihilator with lascannons. My broadsides missed 4 turns in a row and then were wiped out in the last. Very bad. I played Chaos next and really beat down on them. Got first turn and blew up his defiler, broadside rolled much better. And tied the last DA player for table quarters.
I find with small battles and tell me what you think that first turn is much more important. The first battle he had first turn and destroyed my hammerhead and crew stuned my devilfish which remained stunned the entire game. It seems its hard to fight back if you go second. If you got more points it seems you can have things help out other stuff if it gets blown up. Just some thoughts.
 

·
Registered
Joined
·
51 Posts
can anyone give me any tips for the best hardpoint combination for a crisis suit in a battlesuit heavy army? (ie. missilepod, plasmarifle, multitracker)
 

·
Registered
Joined
·
27 Posts
If your looking for heavy crisis your going to have to sacrifice range. Give him a Multi-Tracker and and Plasma Rifle and Fusion Blaster or, You could give him Twin Linked Fusion Blasters and a Shield Generator. Fusion Blaster is good as long as you get within 18" of them and get 6" to a tank they are as good as toast. :)
 

·
Registered
Joined
·
77 Posts
Discussion Starter · #13 ·
Well, hopefully I'll be doing some good then. There seem to be a *lot* of Guard forces around here, all of a sudden - although there also seem to be an incredibly large number of Ultramarines (at least twice as many as there were a few weeks ago).

Strange, but True: Despite all evidence to the contrary, three of the Ultramarine players I regularly play seem convinced that if they walk an infantry-based space marine force straight into the teeth of my army, not bothering with cover... they're *not* going to be wiped out to a man.

<blows smoke off his plasma rifles> B)
 

·
Registered
Joined
·
53 Posts
Oh well. I guess you can't blame them for trying :rolleyes: Are you on the Tau forum Janus? What's your screen name?
 

·
Registered
Joined
·
3 Posts
Originally posted by sunspoon@Jul 6 2003, 20:50
can anyone give me any tips for the best hardpoint combination for a crisis suit in a battlesuit heavy army? (ie. missilepod, plasmarifle, multitracker)
[snapback]19956[/snapback]​
I (Y) I find the best battilsuit is 2 burst cannons and a multitraker.
it gives you 6 shots if you have 3 battlesuits thats 18 shots at strength 5 ap5
you could kill a hole sisters of battle command squad i have dun it. (Y)
 

·
Registered
Joined
·
13 Posts
I remember my first game it was a really small game. reeeaallllllyyy small i think it was an HQ choice and 2 squads. i took my ethereal and a squad of firewarriors and a set of Kroot. My opponent was fielding CSM khorne berzerkers. oh god the horror...the first few turns went pretty well i managed to thin down his ranks pretty effectively but then he got close enough to charge...*shudders*

as far as tactics goes i may not be very experianced (which is what usually counts) bu ti have read up alot about most of the armies cept for Eld DE Crons. so what i have to say is thus*:if you wanna bust tanks go for Broadsides they are well suited for the task. as far as AP goes crisis suits are good for harrasing assault type troops.
 

·
Registered
Joined
·
51 Posts
1st game, vs craftworld eldar (Bael Tan?).. 500pts..

he had a squad of banshees, 4 dark reapers, avatar and Wave Serpent.

I knew his wave serpent had the banshees so my battlesuit HQ unloaded on that the first chance they got (Plasma rifles, missle pods) managed to blow it up on a glancing hit and it unloaded the banshees, into which i unloaded all the firewarriors (they were in rapid fire range, thank you god) then it was a case of fighting the avatar, who got into close combat, and losing my hq to the reapers.

Finally shot the avatar to death and went on a search and destroy on the reapers.. 3 reapers to 6 firewarriors.. it was a close match.


2nd fight fighting the same guy, differant terrain.. the banshees got into CC, then the avatar turned the corner and joined in.. Squish goes tau.


3rd fight, my same army list vs necrons.

Managed to get a good LOS with my firewarriors. Pop go some 'Crons.. and they pop back up... The scarabs took out a few firewarriors but the 1 squad of 'Crons got into CC with my firewarriors after taking heavy losses.. on the other side of the table 1-1 fire fight between fire warriors and necron warriors. The firewarriors took a few out (failed their i'll be back)... But then i discovered something.. All 3 of my HQ have Pulse Rifles.. They kill Necrons outright, and were in rapid fire range.. SPLAT go necrons.. the lord and his final warrior phase out, Tau losses - 2 firewarrior squads (10 man) and a Sheild Drone.

Go Commander dude :p



And the moral of this story.. Tau Tactics summed up. Stay at range and Use what works. That means firewarriors, battlesuits and hammerheads. If i had Kroot in those battles then i would have been butchered as the kroot get slaughtered and stop me from shooting at the opponent squad.

Firewarriors en masse
Battlesuits. Kill the bigger fish.
Broadsides. Tank Killers.
Hammer Head. Hourde Killers.
Bondage. ESSENTIAL for firewarriors.

Pathfinders. Not very useful unless you have insanly good tactics.
Kroot. Not worth the Army List slots.
Gun Drones. See Pathfinders.
Stealth Suits. Would be handy if they had more than just the Burst Cannon.


Thats how i round up Tau tactics. And it has worked for me so far.
 

·
Registered
Joined
·
83 Posts
Actually you would only get 9 shots and get to reroll misses. The multitracker is then wasted.

You cannot use 2 of the same weapon without twin linking them.

Twin linking does not give you two shots, it only allows you to reroll any missed shots.
 

·
Registered
Joined
·
13 Posts
Co-axial is when you get two shots right?
IMO the kroot are as good if not better than the FW squads granted they dont have the saves or the range but great gooka mooka when they get up close an personal its ouchtime! i always try to keep at least one squad of kroot behind my FWs so that when the enemy start to close in i move my tau behind the kroot and voila instant roadblock.
Reactionary forces ROCK!!!
sorry random outburst
 

·
Registered
Joined
·
118 Posts
im pretty much agree with damien, firewarriors are the backbone of the Tau army. Although stealthsuits i find are pertty useful even though all they usually have are the burst cannons. Especially against tyranids(all i really play against).

Also, kroot can do a great job at filling a void in the Tau army, close-ranged combat that is. Their sapposidly built for CC, which they are OK at, better than your gaurdsmen, and with kroot hounds in the pack, they can acually pack quite a punch. Basically you just want to set your expectations for these guys low, and they will never dissapoint. They are a really cheap unit. So they are borderline expandable. What you want to do is put them close to your firewarriors for sapport. They acually can do good damage shooting, their guns are basically bolters without nice AP(which wont matter against things like nids, and orcs for the most part). then when they get close enough to start threatening your FWs, just rapidfire your firewarriors, then assault with your rag-tag group of kroot with a few kroot hounds. And not only will this sqaud make a great speedbump to allow your FWs and such to move back. They will sometime downright decimate the approaching sqaud. Just something to think about. I would take a nice sized group of these guys and thier puppys at about the 1.5k+ range, where assaulting is inevitable.
 
1 - 20 of 51 Posts
Top