Jump to content

Squad tactics against tau?


Sheesh Mode

Recommended Posts

(almost posted a tau image and remembered the rules... >.>)

 

I play a version of Killteam using the Heralds of Ruin rules and have just had a length conversation with a tau player running this list:

 

Pathfinder Shas'ui - Shas'ui Fi'rios Kono're (Veteran Truestrike)
- blacksun filter
- multi-targeting array
- hard-wired light shield

SPECIALS
Stealth Shas'ui
- fusion blaster
- stabilized jet
- bonding knife ritual

Stealth Shas'ui
- vectored retro-thrusters
- bonding knife ritual

Stealth Shas'ui
- bonding knife ritual

CORE
Pathfinder x2
- rail rifles

Pathfinder x3
- normal loadout

 

I want to know how to deal with a list like this, or tau infantry shooting in general, so that I can beat them in future games. So what do you guys know?

Link to comment
https://bolterandchainsword.com/topic/281693-squad-tactics-against-tau/
Share on other sites

Generally if you are trying to outshoot the Tau you are doing it wrong. Being closer to Tau is almost always better. 

 

For this list specifically, Stealth suits often have 2+ cover and 3+ armor, so shooting them is rarely effective. 

 

I would try to keep away from the stealth suits and kill the pathfinders (sternguard rounds will make this easy). 

If the stealth suits pursue you, get close to them and either try to charge or threaten them with being in charge range. 

Pathfinder markerlights are a force multiplier and should die first if possible. 

 

All these units roll over an die in CC, so always go for the charge if you think you can make it. 

Ok thanks a lot. Something I am wary of is a Tau player fielding a handful of missile sides (normal elite versions) and simply floating around the map spamming the things at me. 

 

As a spacemarine, it's difficult to close in on a target that keeps moving away, without opening myself up to combined firepower. 

 

Should I still try to get into assault?

Missiles on a Broadside is called a Missile Side. These hurt a lot, but cannot move, so are not too hard to close with. 

Missiles on a Crisis Suit is called a "deathrain" (which is what i think you mean). These have less firepower but are slippery bastards and should be approached with caution. 

 

Knowing when to get close to the tau and when not to takes practice. Sometimes a few games of getting beat up helps as a learning experience.

The general rule is target priority, focus fire, and then try to make them run out of room to flee. 

 

This breaks down like this. Find the priority targets and shoot them with what you can. keep moving closer to the unit you want to trap, (but do so carefully and not recklessly.) Eventually you can pin it between 2 units or it will roll a poor jump move and be trapped in your claws.

 

Target priority against Tau is a bit complex and takes practice.  Generally kill force multipliers first, and then take out what his army has the fewest redundancies in. 

I'm having trouble fighting tau tbh too, there's a guy in my gaming circle who just throws out a stupid amount of shots and unjust chat any where near him to get into CC and forget trying to out shoot him.

 

Im Wondering if 3 tac squads, 3 assault squads or even 2 assault 1 bike would be enough to form a mid range fire base and then move up with the CC units? Thoughts?

  • 2 months later...
I`ve been having tremedous trouble against tau. Any advice to get close quickly would be great. I haven't seen the kill team rules yet, but fast teams might be a good choice. Maybe trying different chapter tactics for your play style might work if you are using codex marines. I do know drop pods filled with sternguard with heavy flamers and combi-flamers will incinerate pathfinders on a bad day.

Can you take a Thunderfire Cannon?  I ask because I am not familiar with the rule sets you are using.  The TF gives you range, Barrage, and a choice of rounds 1 normal, 1 that ignores cover, and the Tremor round that slows units movements.  All this for the cost of 4 power fists.

 

Just my two cents thrown in.

 

~Torvold

No heavy slot for KT, and KT models spread across the table, thank you.

 

I still run WS bike squad with vet sarg, plasma gun(preferred enemy) and grav gun(shred) and attack bike with meltimelta(ignore cover). By moving together and bring down models one by one this list had won me a second place in a KT tourney. Try it!

 

EDIT: The only defeat was against Dark Eldar.

RG tactics on a scout and jumper team would work great in KT.  The scouts can infiltrate or scout to a defensible firing point, and the jumpers can get in close to kill.  The van vets may even be better than regular ones, allowing a little more ap3 in a very, very mobile choice.

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.