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Soooo....Tau?


march10k

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If an Ethereal dies, all Tau not embarked in vehicles(Kroot, vespid, Vehicle, and Drone units not included.) Take a leadership test, falling back to the table edge closest to the Ethereal . They will keep making tests every turn until they pass or run off. All tau units gain prefered enemy (Enemy type that killed the Ethereal.) and furious charge.

This is not what happens anymore. If your ethereal dies, you're opponent gets an extra VP. They no longer have to take a leadership test, and they don't get preferred enemy anymore.

They do get but only against the unit type that killed said etherial. And I think they do take a LD test and fall back on the nearest table edge the etherial was.

any Ravenwing/mixed wing player out there play against the fishes recently? just curious as to how our bikes will fare against their gunline.

Havent played against the new dex, but I believe it will be mostly the same. Perhaps we might prioritise our outflanking and turbo boosting over shooting in order to reach their lines faster. From what I have seen, we might (and stress 'might') be the only codex along the guard, that stand any chance in a protracted firefight. But we need a ton of bodies and the SoD to do that if we dont want to punch them in the face.

The general consesus seems to be: 'Against tau dont shoot, run!!!'

My Tau friend says they get interceptor. Which allow them to shoot all units that start out in reserve. So outflaking may not be our best course of action.

Dont care, its better to weather a round of free shooting than two or three. If they fail to destroy them completely once the bikes hit them in CC its over.

I have played against Tau this weekend, and have to say OMG bikes stand no chance! with 2 markerlights, they take away ones entire Coversave! I wasnt supposed to play Tau but rather Crons, but somehow had to play the new dex anyway. Riptide survived 2 rounds, courtesy of my Black Knights. Broadsides and Hammerhead ripped 2 full squads of RAS by round 3 (he started sad.png ) .He had Farsight and 7 Crisis Suit Bodyguards + uncountable amounts of Missile Pods - all 4++ Deathstar that DS with no scatter.... needless to say Devs were doomed!

I was still in the game but to "unlucky events lost Sammy and Command Squad to Firewarriors sad.png

In the end it was 9-5 victory for Tau.

my takeaway - Ignore Riptide and focus on anything with Markerlights. DONT EVER PLAY TAU in a KP game as RW - that said combat squad bikes. Dual heavy flamer Speeders to smoke out those camping Firewarriors. NEVER assault anything if there are other Tau within 6".

Maybe other people have better experiences than me or can call out some flaws in my approach

Same thing as above. If the bikes cant stand a chance, then neither power armor squads will be able to hold objectives.

In theory at least I am leaning towards massive amounts of outflanking bikes and deepstriking terminators.

 

 

 

 If an Ethereal dies, all Tau not embarked in vehicles(Kroot, vespid, Vehicle,  and Drone units not included.) Take a leadership test, falling back to the table edge closest to the Ethereal . They will keep making tests every turn until they pass or run off. All tau units gain prefered enemy (Enemy type that killed the Ethereal.) and furious charge.

 

 

This is not what happens anymore. If your ethereal dies, you're opponent gets an extra VP. They no longer have to take a leadership test, and they don't get preferred enemy anymore.

They do get but only against the unit type that killed said etherial. And I think they do take a LD test and fall back on the nearest table edge the etherial was.

 

Again, this is not what happens anymore. The old codex granted preferred enemy (whatever killed the ethereal) and forced all tau to take a leadership test or fall back toward your table edge until you passed a leadership test. In the new codex, the only thing that happens is you give up one extra VP if your ethereal dies. If you know something different, could you provide a page number? Because I'm looking through my codex and it says nothing about that.

So if pathfinders are one of the main targets, what would be a good way to get rid of them? I was thinking of a “kill team” type of veteran squad with combi-flamers and regular flamers lead by a servo-harness Tech marine w/ a combi- flamer. burn them in cover, and have a thorn in the opponent’s deployment zone as the Deathwing roll up.

 

 

 

 

 If an Ethereal dies, all Tau not embarked in vehicles(Kroot, vespid, Vehicle,  and Drone units not included.) Take a leadership test, falling back to the table edge closest to the Ethereal . They will keep making tests every turn until they pass or run off. All tau units gain prefered enemy (Enemy type that killed the Ethereal.) and furious charge.

 

This is not what happens anymore. If your ethereal dies, you're opponent gets an extra VP. They no longer have to take a leadership test, and they don't get preferred enemy anymore.

They do get but only against the unit type that killed said etherial. And I think they do take a LD test and fall back on the nearest table edge the etherial was.

 

Again, this is not what happens anymore. The old codex granted preferred enemy (whatever killed the ethereal) and forced all tau to take a leadership test or fall back toward your table edge until you passed a leadership test. In the new codex, the only thing that happens is you give up one extra VP if your ethereal dies. If you know something different, could you provide a page number? Because I'm looking through my codex and it says nothing about that.

I am sure I read it that way the other day, dont have a pg number since I dont have the codex on me. I read it from a friend, I might mess it up, though I was pretty damn sure...

If melee remains such the pronounced weakness for Tau, I assume it's likely we'll see smart Tau opponents start to take allies to provide some defence against us running up to punch them in the face. Tau with some Hammer-nators or Grey Hunters to bodyguard their squishies?

If melee remains such the pronounced weakness for Tau, I assume it's likely we'll see smart Tau opponents start to take allies to provide some defence against us running up to punch them in the face. Tau with some Hammer-nators or Grey Hunters to bodyguard their squishies?

I wonder if they (bodyguards) would be considered Heretic for their Xeno loving ways.

Actually there's a dead simple explanation as to why Dark Angels would ally with Tau: the opposing force is led by or has captured one of the Fallen and the DA commander doesn't think they can take them alone. What is a distasteful alliance of convenience against bringing one of the Fallen to justice.

 

Erm... back in þe olde days, we DA outright refused to fight alongside aliens.

Yeah, everyone knows that. Times change. And I don't think that restriction made much sense in the kind of scenario I mentioned. As if we wouldn't grudgingly make a temporary alliance with the Eldar or Tau in order to bring a member of the Fallen to justice.

 

 

Erm... back in þe olde days, we DA outright refused to fight alongside aliens.

Yeah, everyone knows that. Times change. And I don't think that restriction made much sense in the kind of scenario I mentioned. As if we wouldn't grudgingly make a temporary alliance with the Eldar or Tau in order to bring a member of the Fallen to justice.

 

In my oppion that is the only situation we would never bring allies of any kind, not even Space Marines. We don't just The Fallen because they are chaos corrupted traitors, we hunt them because they are our deep dark secret, that even many of our own don't know the truth about. There is no way we would involve anybody else in our business, and particularly not the vile xenos.

 

No much better to let the fallen escape for a little while, than risking one of them falling into the wrong hands so to speak.

 

Imagine if a Fallen was capture and he wasn't tortured at all...... now that is true sacriledge.

Well I am playing Tau and Ravenwing. 

Atm, since I have few games with both (but pretty good knowledge about them both), it is hard to beat Tau and say it was easy. 

As said, marker light units are key in the Tau army. 

Take them out, and you have broken his advantage. But... the problem is, these marker lights are the same range as a heavy bolter, and they are hiding inside a ruin. So we need to waste our long range weapons on them, meaning usually our heavy duty weapons... and these are now wasted on 5+ infantry men!

But... if we ignore them, say good bye to cover saves, and if you don't need cover, be prepared for increased BS on the Tau units. 

 

Anyhow, the pathfinders (the classical marker light unit) are now cheaper and don't need a transport. To reach them, we need sacrifice units, as these units will probably die in the effort to kill them. In a shooty DA list, we can deal with them with plasma cannons and what not. But we need to take them out ASAP. 

 

Deep strike is a good idea... or not. Look out for Riptides or Crisis suit units with a wargear called "Early warning override". This grants them interceptor rule, and the cost for it is dirty cheap!

So, if you know that your Tau opponent doesn't have this wargear, deep strike! 

 

Another annoying unit is the Drone squadrons. They can now take shields or marker lights. Now this might seem crazy. A drone that costs 1pt more than our tacticals, and has the same BS as an Ork boy. Marker light on these guys??? Well, trust me this is nasty. If you see a commander (crisis suit leader) with a war gear called "drone controller", expect him to join the drones. This will increase the drones BS to the same level as the commanders!

 

So here we have another priority target. The supporting commander. He is a bit of a drag to catch, as he has jump, shoot, move rule. And the drones and this commander effectivly have a longer range as they can do this. 

I seriously don't know how to counter this effectively. Outflank with black knights seems to be an answer for most things. But as if the opponent has interceptor... it will be hard to even get a shot off!

 

As I see it, with Ravenwing, a dakka banner and move within range on a flank vs the path finders (or one of them). With the mobility of the bikes we get 12"+24" bolters, perhaps even 6" scout move to boost it some more. 

A full unit will dish out 24 TL shots. This should be enough to take out the standard supportive Pathfinders (who are units of 5-8 members). 

If we have two units close by the dakka banner, we could, if the Tau player have placed his path finders badly, or we go for the centre to cover a large area, take out a second pathfinder unit. 

 

From what I have seen on the Tau forum I hang around in, there are usually 2 units of pathfinders/marker drones. Then there could be suits, such as the commander, who have attached marker drones. 

But these attached drones are not as much of a issue as the pure marker units. 

 

Now with the dakka unit, we have sadly dedicated them to take out the path finders. They will probably get some heat. But, with statistics on our side and good placing (out of sight of a second pathfinder unit, or managed to take it out too), we have atleast a big chance of cover save. 

 

If your playing against Tau the first time, and your opponent isn't used to his codex yet, I would say, go for deep strike. But that is tailoring...

And I will expect Tau players to buy this interceptor rule more and more, to counter Space wolves, deep strike armies in general.

 

If you like I could post my Tau list and try to explain how it works, and what we could use to counter. The list I have is very defensive against reserves, and focuses much on support to the main specialised units.

 

 

Oh I also want to point out. There might be something called a support suit. This could either be a commander or a Crisis suit "sergeant". He won't be shooting at all, as his rules or rather equipment doesn't allow him too. But what he does is that he grants re-rolls and ignore cover save for the unit he is with. This is usually coupled with full unit of crisis suits (3 members), and one commander. Together they can have 3 plasmas, and 3 fusion blaster. At range 18" they will dish out 9 AP2 shots with re-roll and ignore cover! Add to this that the unit will have gun drones, probably shooting at BS of the commander, so another 12-16 shots (AP5 though)!

If you see this unit/model. Get him, or stay away from his unit with atleast 24"! Don't ever let them get within 18" unless your the one who has the turn and can charge. 

If farsight is in the army, and he has his bodyguards... expect that there will be a model with these support items, and they can be 7+1 suits. Thats 7 plasmas, 6 fusion blasters, deep strike with no scatter. 

This is called a Farsight Bomb, and will act as a distraction unit. As you have to kill it or it will kill you. Meanwhile the rest of the Tau army will walk safe. 

What to do here I am unsure atm. Ignoring Farsight will get us killed, ignor the Tau army while we take care of the Farsight bomb, will get us backstabbed and lose control of the objectives. 

Please do post the list. I wanna study it to see how to break it.

 

also, would the flamer drop pod I posted above be a good idea?

 

This is kind of a hard question to answer since the codex came out a week ago. It depends on a lot of factors. For example, is there a team of suits with interceptor nearby (is this even going to be a unit we see often?) Are the pathfinders bubble wrapped by cheap, expendable kroot? Are there other things that could prevent you from getting into template range?

 

The question you should be asking yourself is, "is this a worthwhile unit in a take-all-comers list?" If you answered yes to that, then there's no reason to not include it. Including it because it might be good against tau isn't really a good idea though.

Please do post the list. I wanna study it to see how to break it.

 

also, would the flamer drop pod I posted above be a good idea?

 

Well the problem with the drop pod idea is, as I said above. If the Tau player have interceptor, he will in the end of the movement phase shoot at you. With range 72" there is really no where to hide if its equipped on a Riptide. 

Tau don't like close combat, as we all know, and will prevent anything from getting close. 

But, it is to early to really say if this interceptor wargear will be a standard, This interceptor wargear costs as much as our Auspex... nothing really. 

 

 

The list I am currently working on:

 

 

HQ (302)

 

Commander Shadowsun @ 135

Options: n/a

Commander XV8 @ 167

Unit: 1 crisis suit, 2 marker drones

Options: Plasma rifle, fusion blaster, Vectored retro-thrusters, drone controller, marker drone x2, puretide engram

 

ELITE (663)

XV8 Crisis team @ 243

Unit: 3 crisis suits, 6 gun drones

Options: Fusion blaster x2, plasma rifle x2, gun drone x6, Shas'vre upgrade, Command and Control node, Multi-spectrum sensor unit

 

XV104 Riptide @ 210

Options: Ion Accelerator, twin-linked fusion blaster, early warning override, velocity tracker

XV104 Riptide @ 210

Options: Ion Accelerator, twin-linked fusion blaster, early warning override, velocity tracker

 

TROOPS (324)

 

Fire warrior team @ 108

Unit: 12 fire warriors

Options: n/a

Fire warrior team @ 108

Unit: 12 fire warriors

Options: n/a

 

Fire warrior team @ 54

Unit: 6 fire warriors

Options: Pulse carbine x6

 

Fire warrior team @ 54

Unit: 6 fire warriors

Options: Pulse carbine x6

 

FAST ATTACK (194)

 

Pathfinder team @ 55

Unit: 5 pathfinders

Options: n/a

Pathfinder team @ 55

Unit: 5 pathfinders

Options: n/a

 

Drone squadron @ 84

Unit: 6 marker drones

Options: n/a

 

HEAVY SUPPORT (267)

 

XV88 Broadside team @ 267

Unit: 3 broadsides, 6 missile drones

Options: Twin-linked High-yield missile pod x3

 

 

 

Commander Shadowsun

She will join the XV8 crisis team. She then grants the stealth and shrouded (due to her experimental suit). She can also fire her dual fusion blasters, not as twin-linked, meaning two shots meltagun. She can also shoot at different units/targets. Fusion blasters are 18", so beware! Add the JSJ (Jump Shooth Jump) ability the Jet packs have, the range is 24"!

Her warlord trait is that her JSJ in the assault phase is 3D6, instead of 2D6. She grants this to her unit as well of course. 

 

XV8 Crisis team

Joined by Shadowsun. The sergeant (Shas'ui), has no weapons. But this doesnt make him useless! He grants re-roll, ignore cover save for the whole unit and anyone joining them. 

Together with Shadowsun, they have 2 plasmas, 4 fusion blasters. At range 24" they have 6 AP2/1 shots, and at range 18" they have 8 AP2/1 shots. 

In the unit there are 6 Gun drones. They will probably soak up wounds, and add additional shots with their pulse carbines. So there is a chance there will be pinning tests. 

 

Team purpose

They will infiltrate, so their position wont be exposed to enemy fire. They will keep safe in between the Riptides, slightly behind them if there are flyers present. This due to a tactic I will cover later. 

Using their JSJ, they will be able to shoot from a fairly safe distance (from close combat), and able to jump back into cover. Any cover will do really, as they have stealth and shrouded! So expect 2++ cover save. 

Ignoring cover saves, and combined with low AP weapons, makes this unit deadly even if not supported by marker lights. The Commander XV8 will join this unit now and then, when the situation permits it. 

 

Counter measure

A unit that is hard to get, in my army atleast. You can't really deep strike behind them, as the two riptides are closeby with their interceptor weapons. Its a risk to deep strike next to them basically. 

Long range shooting with massed fire is probably the way to go, or if you have, weapons that ignore cover saves of course (and AP3). 

There is no point in wasting low AP weapons on them. Lascannons and such might kill them instantly, but the drones will soak up those wounds. 

Heavy bolter teams, plasma cannons, dakka banner with boltguns etc, is what will bring them down. Basically, same thing that brings down terminators when you lack low AP weapons. 

Another option is of course close combat. Reaching them with fast units, such as any unit really, would do the trick. Problem is... since this unit is in between the riptides, and probably close to other units, such as the fire warriors with pulse carbines, these units will use supportive fire, meaning they will help in "overwatch". 

 

 

Commander XV8

He is support and anti armour and heavy infantry. 

In the first turns, he will be joining the marker drones. Increasing the BS of them to his BS. Along with his own 2 marker drones, there will be 8 marker lights that will hit on 2+. 

This means, that the unit he and the marker drones marks, will have around 6-7 markers on them. 2 markers will be spent on taking away the cover save, and the rest either on increasing BS on a riptide to blast the marker unit away, or dividing the remaining 4 on another remove cover (for another unit, say... second riptide), and giving them both or one of the increase in BS, slightly less though. 

The commander also has a Puretide engram , which grants him alot of rules. The reason for having it basically is to get tank hunter/monster hunter. He will join the riptides or crisis team (or even the broadsides), when it comes to targeting vehicles of AV12+ or monstrous creatures. He can... join riptides. As these per rule are not single monstrous creatures (believe it or not). They are joinable because they can include drones in their unit! Thus making them joinable by independent characters. 

Last mission the commander has is solo support. If there is a crisis with markers, and I need to spread them out. He could form a 4th marker unit on his own (pathfinders x2, marker drones x1, and commander drones). 

Oh, and he also has vectored retro-thrusters. It grants hit and run (and fleet). So anyone he joins will get hit and run. 

 

Counter measure

He is a hard target! He will be joining units all the time. Staying out of sight due to his JSJ ability. 

Long range weapons, preferably lascannons, plasma weapons and low AP weapons (basically try to instant kill him!). He is not as hard to kill as the crisis team, as he is not a large unit, nor does he have the stealth and shrouded. But... he could have if he joins the crisis unit of course. 

But... he wont be in the open alone. So it all depends in what unit he is in. 

Catch him in close combat? Well if you do, congrats!

 

 

Riptides

Armed with Ion Accelerators. They have 3 modes of fire. Burst fire, large pie plate, and large pie plate with ordnance. 

First two are "free". No need to use the nova reactor. The last one requires the nova reactor to activate. if he fails the test, he takes a wound with no armour save, similar to perils of the warp. 

Anyhow, all of the modes are High strength, think plasma strength, and low AP, again... think plasma. 

Twin-linked fusion blaster to hunt vehicles and terminators. 

Velocity tracker grants "skyfire" rule, and the early earning override... well its the "interceptor" wargear. 

Now... these two guys will be the most advancing units. Keeping ahead of the army, but still at a "safe" distance from the enemy. 

Now lets say a flyer arrives, the tandem Riptides will calculate (rather me) where to place the high priority target unit (usually Shadowsun and crisis). To reach the expected target, the flyer must get within range of the riptides fusion blaster (remember its range 18" now). 

The riptide will have used its nova reactor and hopefully recieved a boost of his liking. In this case he would chose to have "shoot twice with secondary weapon". Meaning two TL shots with the fusion blaster, and 3 shots with the Ion Accelerator. Is it worth getting in?

Otherwise the riptides will make constant use of the marker lights, removing cover and thus removing enemy units. Riptides soak up wounds, they have one wound more than a dreadknight, and the same armour. Could increase if he feels threatened with the nova reactor. He his IV save will increase to a storm shield save. 

 

Counter measure

Low AP, high strength. Basically anything that kills a dreadknight will kill a Riptide. Plasma guns are ideal, as they have rapid fire. 

But, remember that the riptides are in the Tau army lists for this reason, to draw our attention away from pathfinders, scoring units and crisis suits. 

 

 

Pathfinders

simple enough. Mark enemy units. 

Since the new codex made it possible for them to be bought without a transport, they have become much cheaper to field. Their role more defined, and more used. 

There will be a variation of sizes and uses of the Pathfinders. But from what I have seen... most field 5-8 in a team and two units. Keeping them cheap, under 100 pts. this makes them "expendable" but very useful. 

 

Marker drones

These are more survivable marker units. they have JSJ rule and will be able to pop out of cover/LoS and mark units, and back into cover/out of LoS. 

They also have better toughness and save. 

The drawback is less BS and higher cost (3 pts more per model). 

But with a support commander, and drone controller, their BS will be enough to high on 2+ ;)

 

Counter measure

Well here is the issue. They have heavy bolter range with their markers, or +6" when it comes to the marker drones (JSJ rule again...). 

It will be hard to get them. And the best option is long range massed fire. Pie plates and what ever we have to bring those suckers down. They only have flak armour, so a whirlwind could do the trick! Ignores cover!

Catching them in close combat will be hard, as their range is pretty long, and they will be behind other units. 

 

 

Broadsides

I have mine with High Yield Missile pods. These are basically dakka dreads for half the price. Also they have an additional 4 shots from the smart missile system. So each broadside shots out 8 shots, 4 of auto cannon value, and 4 of heavy bolter strength but worse AP. Add two missile drones to each braodside and we get another 2 auto cannon shots. 

In total, the unit dishes out 24 auto cannon shots, where 12 are twin-linked, and 12 smart missile system shots. 36 shots for 267 pts at good range (heavy bolter range). 

These are going to target infantry units, but can of course target medium and light vehicles, and even flyers. If targeting flyers, marker units will mark the flyer and increase the snap fire chance!

In the games I have tried out, I have scored an average of 2.5 hits on flyers from my 2 pathfinder units on flyers. Thats enough to take down a hell drake!

 

Counter measure

Heavy weapons again... Close combat will help of course, but these... along with everything basically are in the back. To get to them , you have to pass the riptide and crisis suits, and the fire warriors. 

First massed fire to take out the missile drones, boltguns and what not. Once they are down to one or two drones, start shooting with heavy weapons with low AP. The broadsides have a normal armour save equivalent to terminators. 

 

 

Fire warriors

I have 2 full units, and 2 half units. Now, there are two schools here, or many really. But in general many Tau players think I have to few and to little scoring units. But the other half understands the purpose of the slim troop choice. 

In this army, and other Tau armies with slim troops, the Fire warriors are not there really to do damage. They are there to pose as "no threat" and claim objectives while you deal with everything else. 

In my case, the 2 full units will hold home objectives and support the army with long range fire. 12 shots each... not much, yet its more than nothing. If trouble is ahead, either go to ground or break line of sight. 

the small units, equiped with pulse carbines, have a multi task role. they act as supportive units for the crisis suits if they would get charged (supportive fire rule). With carbines they are now assault 2. 

They are not intended to show them self, so they will be staying behind walls/ruins and try to break LoS. Their late game mission is to grab mid field objectives. 

 

Counter measure

Anything... they die... but can you afford to focus on them? That is the question. 

 

Now, this list has three elements for the enemy to focus on. 

 

- Take out the few scoring units

- Marker units

- Specialised units

 

It is up to each and everyone to decide what is best to focus on first. 

I would say, focus on scoring units is the "least" priority until round 3 or 4. 

Highest priority are the marker units. 

Break the marker units and the specialised units will lose their advantage greatly. 

 

Against my list the priority would be (if I met it myself):

 

1. Pathfinders

2. Riptides

3. Crisis suits (to get suits, we need to pass the riptides...)

4. Scoring units

 

Please do post the list. I wanna study it to see how to break it.

 

also, would the flamer drop pod I posted above be a good idea?

 

This is kind of a hard question to answer since the codex came out a week ago. It depends on a lot of factors. For example, is there a team of suits with interceptor nearby (is this even going to be a unit we see often?) Are the pathfinders bubble wrapped by cheap, expendable kroot? Are there other things that could prevent you from getting into template range?

 

The question you should be asking yourself is, "is this a worthwhile unit in a take-all-comers list?" If you answered yes to that, then there's no reason to not include it. Including it because it might be good against tau isn't really a good idea though.

No but there will be units in some way that have interceptor. Tau are afraid of units getting close. Deep striking is one of the best ways to kill Tau. So my guess, and from what I have seen on the Tau forum, is that people will equip atleast one unit with interceptor wargear. 

 

Pathfinders can be bubble wrapped by kroot for a pretty cheap price. But, in general their range will provide them sufficient safety, combined with interceptor rule on a unit nearby. 

 

but your right. We should not tailor our lists, but we could look into what we could do with our lists as they are to counter the Tau. 

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