I feel there are a couple of tricks and rules mechanics in this regard that may need to be discussed, given the 'new player' seemingness of the original question. After just discussing how these rules work, it should give you and your brother plenty of new things to think about.. or... several things that were played wrongly in the game, so that you can feel better about getting slaughtered... as you may have been slaughtered inproperly.
First, the whole Massacre thing. When played properly, they shouldnt happen all that often, especially when one side is a CC monster and the other side is a CC kitten. The all important rule to know about, regards Swweping Advances. So break out the BBB, and turn to Pg43, and read paragraph 2 under sweeping advances. This is a very important paragraph, that tends to be 'forgotten' or, more innocently: new players are unaware of it.
What it ultimately means is: If the chaplain biker monster roars in and kills all the firewarriors that he is in base to base with (and assuming you removed THEM as the casualties!!), then, when/if the firewarriros panic and fallback.. they get away scott free, as they fall back 2d6", while chappy can only consolidate 1d6". Because there was no one in base to base during the fallback, then there is no sweeping advance, and therefore no massacre! VERY important rule, as I said. Add to this falling back scott free, the firewarriors may find themselves in rapid fire range of the monster that assaulted them last turn, and may still fire, if they rallied or
not!
OK, that was one of the points I wanted to make, and should make your or any new player who was previously unaware of its' eyes gleam with eager anticipation for the next time they play the game, or at least much less panic.
Next, is the rules of assaulting, and whos engaged and how max coherency can mitigate damages. Again, lets use the monster Chappie biker charging in. Now, he has to charge the nearest model of that target unit until he is in base to base with some unfortunate firewarrior. Now, if the rest of that firewarriors buddy's are spread out with a 1.99" gap between them, then the only firewarriros that the chappie can kill are the one in Base2Base, and the any others within 2" of that poor sucker. Which means that, even if the chappies power weapon causes 6 wounds with no armor saves... only 3 models are eligible to take them, and the rest are
discarded. The rules covering this are Pg 38, under "who can fight?"
Its a bit unclear when first reading over it, but here are the implications: Out of the Firewarrior group, the poor fellow in Base2Base, and all within 2" of HIM are labeled "engaged".. all others are labeled "locked". Then, as you resolve the combat, the only ones who can be killed are the 'engaged' group, and likewise, only the engaged firewarriors may fight back. If the chappie was killing 6-10 firewarriors a turn, then either they were all in a tight group, or it was played out improperly. Either way is a way that will be set up differently next time, now that you are forewarned, right?
So, those are the rule mechanics of how the CC system works. New players may not be fully aware of the mechanics, and older players may be stuck in 3rd edition play habits. But if you play it properly, and spread out a bit, then one single CC monster is no longer quite so scary.
Now for a bit of a trick, to use those mechanics to get the least amount of damage: since the assaulter needs to charge the nearest model... then send one firewarrior out in front, for the greater good (of the squad, not necissarily his own). Better yet, send two out on 'point'. Have your firing line set up, with 1 firewarrior (or gun drone) 2" out in front, with another 2" in front of him. So that when the assaulters charge, they have to charge that guy on point. And in that case the worst that the assaulter can to to you is kill the 2 guys on point, and leave a 4" gap between the two forces. This was a tactic I thought up loooong ago (search for "possible use for gun drones" , or "Tau brace"- as in 'brace for a charge'-over in TO, if youre curious), when I first studied the close combat mechanics.
Now, the important thing to realise, with all of this, is that you indeed fervently wish to FAIL that morale check... because if you pass it, then the combat finishess with the "pile in" move... which would be a death sentance to the firewarriors. This I think is the secret purpose of taking an Ethereal along.. as you get to reroll those morale checks... even the ones you accidentally pass....
So, anyways, this concludes this dicussion on how the rules work for us Tau players, and how, if worked out properly, and if you are forewarned enough and prepared enough, things really wont be so bad. And definately how massacres and sweeping advances will be a thing of the past, at the very least!!