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Discussion Starter · #1 ·
I have a 1500 point battle coming up this Saturday with a friend and his Tau. His current record with them is 23-1 and it's been months since he's lost a game (I figure he's about due). I've never faced him with this army, but from what I've seen it's a fairly static stand and shoot list (probaby a few units of firewarriors, a bunch of broad sides and regular battle suits, a unit of stealth suits, a couple tanks, and no kroot).

Now, I sincerly doubt my regular TS list would stand much of a chance against him, so I've warned him I'll be tweaking it a little. Seeing as he'll both out number and out shoot me, I was thinking of a daemon heavy list (flammers, Lord of Change, statured Daemon Prince) with a rubric squad in a Rhino and the princerushing up the flanks, sticking to cover as much as possible, before finally assaulting his line. Finally, I'd have a supped up Predator and Dreadnought for tank busting/drawing fire.

I'm still somewhat new to 40k, so I'm not positive this strategy will work. Does it sound promissing, or does anyone have other suggestions for dealing with Tau? I'm a little worried about only having the one Rubric squad at 1500 points but, as I only have a single Rhino, I can't imagine what possible use a second unit would have.

Thanks for any suggestions.
 

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Infiltrate. Infiltrate. Infiltrate. Infiltrate...

I can't tell you how much I hate it when chaos players infiltrate their whole army right next to my Tau one.
 

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Bomb into them as quickly as possible, without using transport.

i.e. Bikes, Steeds, Speed, Flight, Raptors etc.

A single decent CC unit could probably work its way through most of the army, so long as it had support to stop the tau moving away and RFing the hell out of them as soon as they got out of combat. Just make sure they have as many attacks a possible- quantity rather than quality. Pretty much any CC the chaos can throw at tau will emaciate them, and considering that you need to get rid of them as quickly as possible, a couple of CC weapons if you can't get a bike, DMut etc.

Get to them and eat your way through.
 

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Discussion Starter · #4 ·
Thanks for the replies, that's pretty much what I was planning which is reassuring to hear. The only problem with those suggestions is that playing Thousand Sons means Infiltrate, Bikes and Raptors are right out (hence the Rhino to help with getting a rubric squad, LoC and Flamers up quickly). I suppose I could try Possessed/Chosen with Flight or Speed, but they'd be horrendously expensive and I seriously doubt their survivability.

As for quantity of attacks, I actually tried to not max out the number of attacks my DP has, as I have this fear of destroying a unit in a single turn and then being left in the open on the following Tau turn. I figure as long as my units are in CC they can't be shot at.
 

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You said thousand sons, vs non-mech tau. I agree daemons are the way to go. Expecially flamers! These handy daemons used in their favored number will cause the tau player to pull his hair out! Each squad of 9 flamers will kill on average 11.25 firewarriors a turn. They're firing heavy bolters on the move, and have 2 wounds and an invunerable save. They're really a bargain against av4 foes.
The lord of change is also a good choice, he's mobile enought to assault the turn he pops in most cases, he won't have any trouble with tau in CC, and he can flame squads killing half of them each shot (unless they have an invunerable save) Getting into CC quick will lower shooting.
Basicly most of the ideas presented are a good idea, though it's impossable to infiltrate rubic squads. You might ask if you can use Chosen of Ariman, that'll get you close in a hurry.
 

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Discussion Starter · #6 ·
Thanks JORMAGI, I did consider the Chosen of Ahriman, but I don't have the rules and have always felt iffy about using any sort of special character (which I consider them to be).
 

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Mutated hull on the Rhino is critical.

The Daemon Prince won't last two turns against Broadsides. I'd drop him and get a second squad of Rubrics. Granted that they're slow, their ordinary bolters will still do damage to static Tau. You don't need many CC specialists against Tau anyway.
 

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Thousand sons would do fine vs tau. I would bring a defiler with indirect, don't take warp flame as he's going to shoot you. Bring lots of Thousand Sons marines. Back them with Flamer, and bring at least 1 unit of screams if you have them. Screamers will tear Tau too pieces in HtH. Deploy on 1 flank, then get teh Screamers in there (be careful with the Hit and run) and cast the flamers so the HtH combat is blocking LOS. Make him move. Consider deep striking rubrics to deal with the broad sides. I'd bring a Lord of Change if possible, keep him in check with daemonic chains and release him when necessary.
 

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Discussion Starter · #9 ·
Intrepid said:
The Daemon Prince won't last two turns against Broadsides. I'd drop him and get a second squad of Rubrics. Granted that they're slow, their ordinary bolters will still do damage to static Tau. You don't need many CC specialists against Tau anyway.
My hope with the Daemon Prince is that between moving from cover to cover and being tweaked for survivability (high T, D Rune, Inv. Save, D Essence) he'd be able to reach assault range at which point he should be safe; unfortunately that may just be wishful thinking on my part. Regardless the Prince is also one more hard to kill thing for him to shoot at instead of the Rhino and considering that as my list stands now I'll be starting with only 4 models on the board that seems like a good thing (though I may strip him down some, remove all the offensive upgrades).

As for more Rubrics, I've never had much luck with their long-distance shooting (8 bolter shots, even with 1-2 bolts of change, just aren't that effective) and by the time they reach rapid file distance it seems like either everything will have gone well and they'll be redundant or the plan will have failed and they'll be about all that's left. As I said, I'd like to take another squad but I can't see how they'll fit in to the overall plan (at least compared to other options).

MouseC112 said:
Thousand sons would do fine vs tau. I would bring a defiler with indirect, don't take warp flame as he's going to shoot you. Bring lots of Thousand Sons marines. Back them with Flamer, and bring at least 1 unit of screams if you have them. Screamers will tear Tau too pieces in HtH. Deploy on 1 flank, then get teh Screamers in there (be careful with the Hit and run) and cast the flamers so the HtH combat is blocking LOS. Make him move. Consider deep striking rubrics to deal with the broad sides. I'd bring a Lord of Change if possible, keep him in check with daemonic chains and release him when necessary.
I would love to bring a Defiler that I could safely hide behind a piece of terrain (or even two), it would let me change the whole strategy, hiding my force and making him move and come to me; unfortunately I don't have the models. Same problem with screamers, though I can see how incredibly effective they could be (I may just have to get a unit). Lord of Change is in place (with Daemonic Chains, of course ;) ) and I'd wondered about deep striking a unit of Rubric Termies behind his lines, but I worried about their ability to survive the initial hail of fire and about what to take out to fit them in.

And thanks both of you for all the tips. You've both given me a lot to think about, I'll have to go take another look at my list.
 

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I don't understand why you use a Rhino with your Thousand Sons. Don't they have Slow and Ponderous, so they can move steadily towards the enemy and still fire every turn?

Definitely try NOT to use a Daemon Prince, because any bad luck is a lot of lost points. I killed a TSDP with Tau in a tournament once, in the first turn. The kid almost had a heart attack. Rune is way too expensive, the Prince is just too far of a long shot. The Lord of Change is more than enough.

I would suggest many Rubrics. Tau's deal is that they don't hit but half the time, and even then you have 2 wounds a model to deal with it. Take a crapload of Rubric Marines, a pair of Sorcerors to target vehicles with Bolt of Change and Thrall Wizards, and maybe a Predator.. it's going to be a game of attrition and you'll need a lot of Wounds. Daemons are definitely the way to go, too. Many hearts to beautiful Tzeentch Daemons... drool.

Anyway, charge the middleground and gun down all the Battlesuits you can reach. :D Good Luck!
 

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Discussion Starter · #11 ·
Thanks to everyone for the suggestions, it was a close game but I ended up just pulling out a victory (much to my gaming group's delight). I'm going to try to post a report of the battle in the next couple of days.
 

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trust me, being a Tau player myself, I know the drill. A friend of mine plays Witch Hunters, and I always loose of his Cannonnes.

So, make a FAST, hard to kill CC army. Chaos lord with deamonic flight, armour, aura, and stuff to increase his cc ability. troop choices which either infiltrate or rhino them in combat. But the most important thing is, be FAST, be CC orientated.
the only thing to whatch out for is the hemmerhead template.
Crisis suits are nasty, but if his whole army is slaughterd in cc he WILL charge, since crisis suits can do a little cc. so you can kill them easy, cause you just punch harder. and ur deamonic flight units will catch up with them. crisis suits only have 12' movement, while you have 18' (including the charge).


I know ur battle is over, but maybe for the next time. I think this works well.

may the blood god be with you.
 

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Blood God?;) This is a Thousand Sons army we're talking about.:sleep:

If you're looking for TS advice, there was a post made here about a week ago that included a Thousand Sons tactica. It was very good, and I think you should be able to find something worthwhile in it. Good luck.:)
 

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Go with a lord with mark of tzeentch in an undivided army. Then take a big squad of dudes with CCW and pistols and infiltrate it right next to him with a Lord of Change in the aspiring.
 

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Close combat

tau will get owned in close combat. :yes: u just have 2 poke them to death (approx time=10 seconds):rolleyes:
 

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Why o WHY would you play Tzeentch against Tau?:wacko: You will get owned in shooting anyway. best is to make a very fast khorne army. this will wipe tau away like snow under the sun.
 

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No way, I disagree:

Khorne troops can get stuck trying to fight a Devilfish in close combat.
Khorne troops don't have much in the way of return fire.
Khorne troops don't have 2 wounds.
The Tau player can still out-maneouver you, even being static.

You need something hard-hitting from afar, with the ability to soak up all the wounds the Tau can give out. If you play Khorne, your Berserkers are going to get run into the ground without any chance to strike back. T'zeentch could outshoot Tau.
 

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Discussion Starter · #18 ·
In case anyone was interested, I finally wrote up a battle report for this game. You can find it here.
 
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