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Fighting Tau...


Simiel

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In direct response to Simiel's Land Raider question, this is a viable response to the new Tau Codex. They no longer have the same access to Railgun's and will probably bring Broadsides to deal with fliers, so you should be fine as long as you keep clear from Fusion Blasters (obviously). Remember to bring Deathwing Vehicle, to reroll those 4+ exploding vehicle that the Railguns can still do.

 

Although viable, there are better ways to deal with Tau. Bring Heavy Weapons (Predator's, Devastators etc.) but keep them to a minimum. Use them to pick off suits of every kind. Your main force should consist of infantry in high numbers. Rhino's can be taken or left out; they're good for turn 1 movement, but vulnerable to Pulse Rifle fire. If you know your opponent owns a Riptide, bring Rhino's or your formation will be pie plated into oblivion. This infantry block should march up the centre and focus on assaulting ASAP. Just make sure your units get into the centre of their deployment zone and make a mess of it; don't worry about the flanks. Bringing a fast unit (Bikes, Jump Infantry, teleporting Termies) is also advisable. These again should be kept to a minimum, but move seperately to the main force. They will creep up the flank of the board (or outflank) on their most vulnerable side, distract it, then route it. Finally, with the speed of the flank march catching up with the steadier main force, clean up the final wing.

 

One squad of Bolter Tacticals in a Rhino is 175. Six of these is 1'050 (840 without Rhino's), leaving you space for a flanking unit and one or two long range heavy firing units. Don't take an expensive HQ, their abilities are generally wasted vs Tau. Let's see how well they can deal with 60 Power Armoured marines in 3 to 4 turns before you're at their throats armed with Combat Knives.

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I suppose another advantage of Land Raiders is with careful positioning you can get a nice 6 inch LoS block to help protect tacticals.

I hear Whirlwinds are also very good against Tau, especially for removing pesky Path Finders, however I wonder how effective that will be considering scout deployment and Night fighting.

 

Also I only have 3 Squads of Tacticals, some Termies, Bikes, Devastators, LRC and a Nephilim at the moment, and doubt I can afford any more for awhile.

Hoping the Eldar codex will have some nice stuff in it, so I can dust them of and use them as Allies to help fill holes in my list/collection.

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I suppose another advantage of Land Raiders is with careful positioning you can get a nice 6 inch LoS block to help protect tacticals.

I hear Whirlwinds are also very good against Tau, especially for removing pesky Path Finders, however I wonder how effective that will be considering scout deployment and Night fighting.

 

Also I only have 3 Squads of Tacticals, some Termies, Bikes, Devastators, LRC and a Nephilim at the moment, and doubt I can afford any more for awhile.

Hoping the Eldar codex will have some nice stuff in it, so I can dust them of and use them as Allies to help fill holes in my list/collection.

 

Whirlwind's make the Tau cry. If you take them, however, keep them out of LoS or they'll be destroyed by the Tau's basic rifle. If you do this, do not focus on a specific target, but put the template where it will likely hit something even after scatter. Anything hit outside of terrain is mincemeat. AP5 weapons can focus on targets with a cover save.

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Standard of devastation in a crusader surrounded by marines has worked in my one battle against new Codex tau. That plus a big terminator squad with belial landing in his backfield turn one and split firing the back of his two hammerheads :P
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Flank him with a fast force of bikes on 1 side to get the suits to commit and Deepstrike termis in the behind them on turn 2. A vindicator and some Land Raiders in the center to draw fire. And kill the markalights no mater what. With out them the Tau shooting can and will falter.

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Whirlwinds, out of LoS.  If you really want to stick it to your opponent, I recommend having a Techmarine with servitors and a Power Field Generator nearby for more defence and a counter assault/fire team in case of deep strikers or infiltrators.  A hit from a Whirlwind (Prescience helps) on a unit of Kroot, Fire Warriors, or Pathfinders will make your opponent remove models by the fistful.  Just make sure you have a good balance of AP2/3  mobile platforms for the heavier infantry and vehicles.

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Whirlwinds, out of LoS. If you really want to stick it to your opponent, I recommend having a Techmarine with servitors and a Power Field Generator nearby for more defence and a counter assault/fire team in case of deep strikers or infiltrators. A hit from a Whirlwind (Prescience helps) on a unit of Kroot, Fire Warriors, or Pathfinders will make your opponent remove models by the fistful. Just make sure you have a good balance of AP2/3 mobile platforms for the heavier infantry and vehicles.

So, your plan is to stand back and out shoot a Tau army and keep a small force to protect you from assault and close range units? smile.png

Seems like role reversal to me...

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Whirlwinds, out of LoS. If you really want to stick it to your opponent, I recommend having a Techmarine with servitors and a Power Field Generator nearby for more defence and a counter assault/fire team in case of deep strikers or infiltrators. A hit from a Whirlwind (Prescience helps) on a unit of Kroot, Fire Warriors, or Pathfinders will make your opponent remove models by the fistful. Just make sure you have a good balance of AP2/3 mobile platforms for the heavier infantry and vehicles.

So, your plan is to stand back and out shoot a Tau army and keep a small force to protect you from assault and close range units? smile.png

Seems like role reversal to me...

It's just one tactic that can fit in with the rest of your army. I've found that charging across the table to meet Tau face to face generally gets your Marines killed. Tau Troops are pretty fragile, and now that you can't sit in a DFish and park on an objective that fragility is a weakness you can exploit without having to expose your low model count units to Tau's firepower advantage. As always, YMMV :)

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If your going to tailor against Tau I would include:

 

- Whirlwind, preferably 2. 

The whirlwind will take out the very important units that Tau rely on (atleast most Tau players), marker units. Taking these out will cripple the Shooting phase a lot. 

Once they are down, the whirlwinds can target the fire warriors, and most lists I have played (I am a Tau player, as I am a Ravenwing and Grey Knight player) don't include more than 4 units of fire warriors. And lists I have seen don't include more than that, unless they are Fire warrior based. 

 

- Belail with full set of terminators, could combat squad if needed, but need the dual flamers or plasma cannons. Add a librarian if your feeling lucky. Now this is a risk of course, but with no scatter you decide where to land, so make good use of it. Make sure no plasma suits are near them, nor the riptide. 

Tau won't like no scatter deep strike

 

- Drop pods. If you spam these you will be able to soak up his interceptor units, and you will be in his face. 

If you combine this with whirlwinds, taking out his marker units, dropping down on him taking out his crisis with specialised units with plasmas, you should have crippled the Tau player in turn 2 a lot. 

 

- Bikes, but these you have to play hidden until the whirlwinds have taken out the marker units. I would probably go for a HQ ravenwing command. keep the unit small, and slightly cheaper. Once the marker units are down, or heavily damaged, they can go out and hunt with their plasma talons and get good use of their skilled rider rule. For a cheaper and pretty much equal deadly biker squad, go for normal ones with plasmas. Lock key shooty unit in close combat is also a good use of them. 

 

 

So these are some units I as a Tau player would fear. Whirlwind being number one. Drop pods number two.  And fast close combat units well on a shared second place. 

The Landraider idea is a good one too. But if your Tau opponent have lots of suits, there might be suits dedicated to take out Landradiers. My current list have 2 such suits units. Dual fusions on both units. Tank hunter ability on one of them. 

And usually you can't bring more than 2 Land raiders, if you bring more the points run away. 

But, the crisis dedicated for these missions are usually expandable, and will do their job and then probably die. Remember that fusion blasters have a melta range of 9" now. 

I have my self used these dropping crisis against an Ork battle waggon. It worked out perfectly. Waggon down, and no more 20 close combat orks would ever reach my lines. 

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haha Vash, I feel like the only time you show up these days is when someone starts a tau thread tongue.png

He he, yah... sad but true. My ravenwing 1750 pts are still in their boxes.

But once I am done painting the Tau force (fairly soon), I'll start with my Ravenwing. I am tired of just shooting and avoiding combat all the time.

So I'll be back soon enough msn-wink.gif

Oh and I want people to beat the Tau. Because atm... I am unbeaten with them.

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Personally I like to use vindicators and land raider redeemers, because templates against Tau are amazing. My friend playing blood angels deep struck a redeemer and took out half a squad of pathfinders with one shot.

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Personally I'd be weary of running Terminators against Tau, too many shots get aimed there way, not to mention a Riptides Ion Accelarator, 72" S8, AP2 Large Blast is going to be painful if it hit's a Termy Squad.

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Personally I'd be weary of running Terminators against Tau, too many shots get aimed there way, not to mention a Riptides Ion Accelarator, 72" S8, AP2 Large Blast is going to be painful if it hit's a Termy Squad.

 

Use Raiders and stay in CC...if they shoot you chances are they nail their own guys more so than yours, and, take SS meaning you live longer.

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I've only played a single game versus Tau so I'm by no means an expert. But its the marker lights. You have to take them all out and then you'll start seeing Tau units miss shooting attacks. But they are now so cheap that there are a ton of them on the board. That's all I've figured out so far.
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Personally I'd be weary of running Terminators against Tau, too many shots get aimed there way, not to mention a Riptides Ion Accelarator, 72" S8, AP2 Large Blast is going to be painful if it hit's a Termy Squad.

 

Use Raiders and stay in CC...if they shoot you chances are they nail their own guys more so than yours, and, take SS meaning you live longer.

 

I've fielded a Deathwing list vs the new Tau codex previously; 1'000 points. Although I won, it was barely. My observations include the Riptide's ability to kill whole squads of Terminators in close combat if it gets the charge and the 3+ invulnerable save. So, even coming close with the enemy will not prevent him from gutting your 2+ miniatures. Against Tau, you don't need close combat specialists to beat them in close combat. Therefore, I reckon you'd be better spending those points on speed rather than Power Fists. To me, the Ravenwing are a more adequate option to fighting the Tau than the Deathwing. You'd better bring Plasma Guns or Black Knights to handle that Riptide, however. Black Knights would be better as they can still harm it in close combat.

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I'm getting the general idea that big expensive 200'ish point+ units are a risky proposition against Tau, as they have too many tools to quickly remove them from long range ( nerf blacksun filters! :P ) , for example Broadside batteries capable of shredding Medium Vehicles/Flyers, Hammerheads one shoting Landraiders and Riptides being a tough to take down medium to high threat level unit.

 

Observations from my Tau playing friends would be that target diversification would be useful, as your average Tau player is likely to only field one or two units of Pathfinders at most.

Tactical Marines excel at being good all rounders so maybe one idea would be to run them with with support from Heavy Flamer Razorbacks ( poor range I know but cheap'ish and 3-4 flat outing towards there Fire Warriors/Pathfinders would make any Tau player sweat a bit I think) coupled with Whirlwinds etc... the only problem we have it being able to reliably deal with a Riptide if we need to, as only our nice expensive Knights have the tools to deal with them and they'll get shot of the board early if the Tau player has any choice in the matter.

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I've got a 1,500 point hand against Tau on Sunday. It's part of an escalation campaign so neither army is going to be optimised. My list is as follows:

 

Belial (SB, SoS)

 

Tac squad (10) ML and Flamer

Scout squad (5) sniper rifles

DWT (5) CML, 2x TH/SS

DWT (5) HF, 2x TH/SS

 

2x Landspeeder Typhoon (MM)

Black Knights (6) 2x RGL

RAS (3) Vet sarge, 2x meltagun

 

I'll let you know how I get on...

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I've got a 1,500 point hand against Tau on Sunday. It's part of an escalation campaign so neither army is going to be optimised. My list is as follows:

 

Belial (SB, SoS)

 

Tac squad (10) ML and Flamer

Scout squad (5) sniper rifles

DWT (5) CML, 2x TH/SS

DWT (5) HF, 2x TH/SS

 

2x Landspeeder Typhoon (MM)

Black Knights (6) 2x RGL

RAS (3) Vet sarge, 2x meltagun

 

I'll let you know how I get on...

Just finished a 1250pt game vs. Tau

 

My force:

 

 

HQ

Librarian

- Infravisor

 

Troop

10 Man Tactical Squad

- Missile Launcher

- Plasma Gun

 

10 Man Tactical Squad

- Missile Launcher

- Plasma Gun

 

Elite

Deathwing Terminators

- Plasma Cannon

 

Fast Attack

Nephilim ( TL Lascannon )

 

3 Man Ravenwing Attack Squad

- Powersword

- Plasma Gun

 

Heavy Support

10 Man Devastator Squad

- 4 x Lascannons

 

Fortification

Bastion

Comms Relay

 

He was able to field almost 60 models, 9 of which were crisis, two Rail Hammerheads, two squads of path finders, one in a devilfish, and two units of Fire warriors and drones zipping around galore.

 

Mission the Relic, Night fighting.

Suprisingly my Bastion withstood lot's of Hammhead fire, but the devastator and librarian inside didn't take much out, my Nephilim only managed to shake a hammerhead and my one biggest regret would be taking the RAS squad when for just 16pt's more I could have had some Black Knights ( my Plasma gunning bike managed to kill himself driving through a ruin ).

My Termies killed his barebones Warlord after my remaining bikes failed to dent him ( and then died giving him first blood) then started to go down to the usual mass shooting, and to add salt to the wound my last terminator was slain by charging drones!

I was hoping at least to deny him the relic, I didn't have enough bodies to push forward, his remaining crisis suits then hopped up to the relic and then proceeded to jump away with it.

I called it at the end of my Turn 4.

 

Was hoping to have more Tactical squads but thanks to Royal Mail incompetence the didn't turn up this morning >.<

 

Main lesson I learned ?, if you going to take bikes, take Black Knights! unless it's a bare bones Teleport homer unit.

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How did his crisis teams pickup the relic? I thought only troop models could engage the relic at the end of there movement phase.

 

EDIT- found the page number.

 

    page 131 of the BRB:  "A model in a scoring unit can seize the relic by moving into base contact during the movement phase..."

    His crisis teams are not a scoring unit.

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