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Tau Strategies...


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I wonder if someone who is better versed with Tau can shed some of Titan's light on some strategy.

 

I really, really, really dislike list tailoring, so it's not a request for a list. But I'm about 75% sure one of my games this week is with Tau. Unfortunately our group's Tau dude quit the game in a fit of discouragement (don't ask).

 

Basically all I know is the guy loves his Riptides, and isn't 'big' into marker lights as he is kind of unorthodox?

 

So am I just looking to get in deep ASAP? Is there a unit I should avoid?

 

Also, I know this is not optimal, but I've put Draigo back in the list as a tank. But he could clock one of those riptides?

 

Also I've gone back to putting ONE Gatling Psilencer on one Dreadknight. It might be a waste in this game, however, again I'm trying not to list tailor and look more at basic strat. I know the hammerheads will be an issue too.

 

My list will be fairly basic, but will probably include a Stormraven since I'm working a TON on it for ETL (w/5 Purifiers).

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I wonder if someone who is better versed with Tau can shed some of Titan's light on some strategy

 

Take four Dreadknights. Kill his battlesuits. If the 'Tides and Missilesides are dead, it's basically GG. Crisis do some work but they can't carry Tau like the other two battlesuit units. 

I really, really, really dislike list tailoring, so it's not a request for a list. But I'm about 75% sure one of my games this week is with Tau. Unfortunately our group's Tau dude quit the game in a fit of discouragement (don't ask).

 

Okay, well so long as you have two DK's, you should be fine. What else do you normally take?

Basically all I know is the guy loves his Riptides, and isn't 'big' into marker lights as he is kind of unorthodox?

 

Sounds like a scrub that jumped on the bandwagon of people joining the Greater Good in 6th. Markerlights are the cornerstone of Tau shooting, he's a moron if he doesn't take them. 

So am I just looking to get in deep ASAP? Is there a unit I should avoid?

 

Yeah, our infantry lol. Tau annhilate them with ease. They also are the best army at ruining 'Rites', because they have Intercepting Riptides. Also, don't take Ravens, they kill them very easily with Missilesides. 

Also, I know this is not optimal, but I've put Draigo back in the list as a tank. But he could clock one of those riptides?

 

Oh yeah, Draigo will easily rip a Riptide to chunks. Getting there is the issue. They can't ID him, but Tau have a truly absurd amount of AP2 they can dump into him. His storm shield helps, but weight of fire will bring him down. You also have to eat their stupid Supporting Fire Overwatch too, don't forget. All boosted by markerlights. 

Also I've gone back to putting ONE Gatling Psilencer on one Dreadknight. It might be a waste in this game, however, again I'm trying not to list tailor and look more at basic strat. I know the hammerheads will be an issue too.

 

I've tried using the gat against Tau. It does nothing to Riptides (they just save your handful of wounds, every time...2+ saves are legit). It's decent at nuking Crisis, and I've managed to splat Missilesides on a few occasions. I think the heavy incinerator is a better pick though, because it vapourises Tau infantry of all kinds. 

My list will be fairly basic, but will probably include a Stormraven since I'm working a TON on it for ETL (w/5 Purifiers).

 

Leave the Raven at home. I'm dead serious. Even if the Missilesides don't kill it, a lot of Tau players are taking Skyrays as their third Heavy choice now. Mainly to counter Flyrants, Daemon Princes and other Flyer annoyances. I've even seen some people trying triple Skyray lists. Don't bring Flyers, Tau have Interceptor and Skyfire on the same shooty units. 

- Bennicus, thanks, I did watch that a long time ago. The thing is Matt plays Tau  horribly, and as you note, the GK player is using his list illegally. Unfortunately I don't think there's much to learn in that one. ( I watched it when it first came out, might be worth a refresh to watch?)

 

- Darius, this looks like a tough fight. I was going to bring my base list because it is mostly painted, and where I'm playing this particular game, I have to bring at least semi-painted models, so that limits me a lot.... I'm talking basically:

 

2 NDK's

1 Stormraven

5 purifiers (maybe 5 more if I get them primed in time - working on them for ETL) So let's say 10 for argument's sake.

5 termies

5 paladins (obviously could easily proxy for termies - I do like these guys for fun, but yea, ID is a pain --- I know you hate them.)

2 Termie Libbies

10 magnetized back pack marines: IE: 10 Strikes or Intereceptors

Oh and finally... a primed older Eversor (until I get the 2 player set!)

 

That's about what I've been playing with. I've had 2 games with the Stormraven. One amazingly good, one amazingly bad.

 

I'm thinking of using it purely as a delivery system for Purifiers. The list I was going to take:

 

Draigo

2 libbies (2 WC each but vanilla otherwise.)

2 x 5 Termies (Hammer/ Psycannon each)

2 x NDK's, loaded

1 Stormraven

5 Purifiers

5 intereceptors

1850.

 

This is just a fun game, nothing at stake here. It's just I wanted to have a clue what to expect since I probably haven't played Tau in over 3 months? Maybe more.... Maybe I should just pull out my 'crons. lol

 

Well, I might just look for unit advice here, and stick to my list because of the painting restrictions.... I imagine his access to AP2 is pretty strong though....

I don't list tailor, which has me taking the exact same list versus Tau as I would Marines, or Guard, or Eldar, or Orks, etc.. What I do is adjust my tactics, focusing on the Marker Lights first, dealing with the big suits after they are neutered.

 

SJ

 

Basically that's what I'm after. I can't drop things just for this game.. if I lose because of it.... so be it.

 

@Bennicus, actually I just had a chance to check out some of that video and I thought it was a different KG player. And that looks nasty. Haven't watched it all, but I won't have Knights so yea... looks ugly. lol

Most important thing (other than fragging anything with a markerlight at the first opportunity). Check what support systems are on which suits. There is a limit, and many of the evil combos are reliant on certain systems, for example, skyfire and interceptor come from 2 separate systems. Not saying your opponent would be a cheating SOB, but it's the sort of thing it's easy to lose track of of you have multiple suit teams with different system load-outs. I would however disagree with Darius on the suits. Crisis can be just as dangerous as Broadsides and Riptides (who, as an aside, need a specific system to get FnP), and are fully capable of carrying the Tau to victory. Otherwise, the standard GK mono build stuff does it's thing. Tau are rarely an easy fight, but whack the markerlights early, then go for the suits (whatever configuration and combo is present) and you're most of the way there. Just hope enough of your dudes are left to fininsh the job msn-wink.gif.

- Bennicus, thanks, I did watch that a long time ago. The thing is Matt plays Tau horribly, and as you note, the GK player is using his list illegally. Unfortunately I don't think there's much to learn in that one. ( I watched it when it first came out, might be worth a refresh to watch?)

MWG is a joke. They're nice guys, and they do funny videos. But they're worse than amateur at the game itself. I wouldn't take anything away from their batreps.

- Darius, this looks like a tough fight. I was going to bring my base list because it is mostly painted, and where I'm playing this particular game, I have to bring at least semi-painted models, so that limits me a lot.... I'm talking basically:

Tau are one of our worst matchups. Mainly because we play right into their hands (we're a melee army that shoots decently, but lacks anti-tank and AP2). Also, our Deepstrike focus is music to the ears of Interceptor Riptides and Broadsides.

Draigo

2 libbies (2 WC each but vanilla otherwise.)

2 x 5 Termies (Hammer/ Psycannon each)

2 x NDK's, loaded

1 Stormraven

5 Purifiers

5 intereceptors

1850.

Have a go. Like I said, I think the Raven's dead meat, but you might get lucky and Jink all the shots or something. It's a big gamble though.

This is just a fun game, nothing at stake here. It's just I wanted to have a clue what to expect since I probably haven't played Tau in over 3 months? Maybe more.... Maybe I should just pull out my 'crons. lol

Expect to get table wiped if you make a mistake or two. It's that tough. Even with a great list, you have so little room for error. Meanwhile, he can feed expendable infantry to you in melee screens, and still shoot you to death pretty easily.

Well, I might just look for unit advice here, and stick to my list because of the painting restrictions.... I imagine his access to AP2 is pretty strong though....

Riptides have AP2 by default. Crisis are normally packing it too. Even Broadsides can swap for twin-plasma rifles (which they're doing more and more now, because S5 doesn't cut it against MC's). AP2 isn't a problem for Tau.

Crisis can be just as dangerous as Broadsides and Riptides (who, as an aside, need a specific system to get FnP), and are fully capable of carrying the Tau to victory

I never see RIptides without Stims. Ever. I see them swap around Skyfire and Interceptor (usually they take Skyfire if they're taking the HBC, because with nova charge it's a brutal AA gun). My point was, if you successfully eliminate the 'Tides and the Missilesides teams, all the Tau player has left is S5 spam and Crisis. Crisis alone won't contain you, unless you're really low on models.

Otherwise, the standard GK mono build stuff does it's thing. Tau are rarely an easy fight, but whack the markerlights early, then go for the suits (whatever configuration and combo is present) and you're most of the way there. Just hope enough of your dudes are left to fininsh the job msn-wink.gif.

Quad Dreadknight does its thing. If you're taking a less skewed list though, you're in real trouble.

Deploy everything first turn and shunt over. Also, using Gate does not trigger interceptor because the wording of the USR says the shooting attack is made "at the end of the movement phase". Not the psychic phase :D. What you want to do is get up close and pressure him. Like REALLY put your models next to his so he knows, the very next turn he's going to have multiple assaults underway. Hopefully this will insult panic and inflict just enough analysis paralysis so that he wastes shots trying to hurt multiple units rather than outright destroying a unit or 2.

 

When you do shunt, make your shooting count. Also don't forget to leverage powers like psy shriek and purge soul to ping wounds off a riptide, combined with some decent shooting you can possibly drop one from the start. Picking tau targets for your shooting again really depends but generally you want to knock out the marker lights first.

 

Also, having the stormraven is possible if you can engage majority of his AA interceptor guns. Even if he uses them though, that just means less fire on your other guys.

I feel like I have a million considerations to this game before it starts.

 

Just as comparison the beauty of my crons is, I kind of have a set way to start the game, and really what my opponent does, doesn't really affect that.

 

As we all know, GK aren't like that. It's precision that counts, and understanding your opponent that gets results with this army. So I feel at a severe disadvantage. The last time I played against Tau was with my DA, and to be quite honest it was very ugly, but I always remember winning because 1) he didn't realize with Belial I could dissect his HQ squad, and 2) he actually had riptides and these suites with railguns(?) (But I engaged them very early with Belial which he had them protected against except for the precision deep striking. Anyway, it was... my Landraider that won it! He annihilated the Termies in the except the bloody Knights in the Landraider (3++ and flails actually did something this game) and he really had no answer for the Landraider.

 

This feels completely different. I feel like I'll be naked going in. Syn, I'm taking it you prefer everything on the table to gate/shunt to deny interceptor? 

It also feels kind of like Astra that I'll have to face a stupid amount of fairly accurate firepower before I can come to grips with him. (I'm really hoping I get Cleansing Flame to thin out the overwatch crowd). Also good call on the Purge Soul. With Draigo I know it'll be available.

I like to place my guys close to other enemy units, which discourages blasts from getting flung at them (people hate hitting their own dudes, for some odd reason). Works quite well versus Tau, as without Marker Lights, their blasts have a pretty good chance of kill more Fish than Man.

 

SJ

Yeah, that's why I'd start everything on the board. Because it'll help ensure that you can get exactly where you want to be (which is literally just over 1" away from him). Btw just in case you don't already do it, make sure you've got teleport homers on your interceptors. Shunt and then follow it up with precision gate.

I played a GK player with my Tau a few weeks ago. 

He got the warlord trait that let him infiltrate units. So naturally he infiltrated his NDKs. He had some TDA deep striking and purifiers in a raven on a sky shield. It was his first turn. 

I rolled to seize and got it. It was the kind of match where if he went first, he probably would have won. If I went first, I probably would have won. My first turn I leveled his raven. I was nearly able to kill a NDK, and wounded the other two. He had a bunch of them so they were hard to take down. I normally take TAC lists, so I do not have very much in the way of AP2. Crisis suits make up the bulk of my army generally, and they either have double missiles, or double fusion. I only have two Riptides, and one of them was running the HBC. 

Still, it was a close match and I didn't move too well and he managed to get me in CC. 

I usually run Farsight Enclaves and Tau allies as my army since I get ObSec Crisis suits that way, and Fire Warriors are sometimes meh. 

What kind of army does your friend like to play? 

The trick is to max incinerators... tau hates incinerators. and if you are lucky enough, try to psilence the riptide...

Except Tau usually mech up their Fire Warriors, to prevent that exact thing happening. But yeah, you'll clear out Kroot very easily. I don't shoot Riptides anymore, it's not worth it.

Deploy everything first turn and shunt over. Also, using Gate does not trigger interceptor because the wording of the USR says the shooting attack is made "at the end of the movement phase". Not the psychic phase biggrin.png. What you want to do is get up close and pressure him. Like REALLY put your models next to his so he knows, the very next turn he's going to have multiple assaults underway. Hopefully this will insult panic and inflict just enough analysis paralysis so that he wastes shots trying to hurt multiple units rather than outright destroying a unit or 2.

Yeah, that does put the Tau player under the gun. However, they still have options. Rapid-firing plasma rifles, fusion guns, massed pulse firepower...they can put us in the dirt. Then you have to consider stuff like Devilfish moving then Flat Outing back and forth, denying charge lanes. Kroot also get in the way. Plus, you've got Supporting Fire, which is designed to punish small assault units. I wouldn't rely on panicking your opponent. Tau players know melee is their weakness, and they know what GK do.

When you do shunt, make your shooting count. Also don't forget to leverage powers like psy shriek and purge soul to ping wounds off a riptide, combined with some decent shooting you can possibly drop one from the start. Picking tau targets for your shooting again really depends but generally you want to knock out the marker lights first.

Even assuming they don't have the relic that grants bonuses to Deny, I've only killed a Riptide once with 'Psychic Shriek' and that was because no Stims, no 3+ invul, and I rolled 16 on the 3D6 for the test. 'Purge Soul' does even less on average. Just wait until you can charge them, Riptides melt in melee to DK's and hammers anyway.

Also, having the stormraven is possible if you can engage majority of his AA interceptor guns. Even if he uses them though, that just means less fire on your other guys.

No, it means you lose 200 points before you even did anything with it. Plus any cargo it was carrying. Intercepting is only a drawback if the following Shooting phase he needs those guns. Seeing as Missilesides are pretty bad against 2+ saves, it's not really a drawback. 'Tides are going to either Intercept your Terminators, or wait until their Shooting phase to nuke your DK's with AP2. You won't trade efficiently with Ravens.

I feel like I have a million considerations to this game before it starts.

Just as comparison the beauty of my crons is, I kind of have a set way to start the game, and really what my opponent does, doesn't really affect that.

As we all know, GK aren't like that. It's precision that counts, and understanding your opponent that gets results with this army. So I feel at a severe disadvantage. The last time I played against Tau was with my DA, and to be quite honest it was very ugly, but I always remember winning because 1) he didn't realize with Belial I could dissect his HQ squad, and 2) he actually had riptides and these suites with railguns(?) (But I engaged them very early with Belial which he had them protected against except for the precision deep striking. Anyway, it was... my Landraider that won it! He annihilated the Termies in the except the bloody Knights in the Landraider (3++ and flails actually did something this game) and he really had no answer for the Landraider.

This feels completely different. I feel like I'll be naked going in. Syn, I'm taking it you prefer everything on the table to gate/shunt to deny interceptor?

It also feels kind of like Astra that I'll have to face a stupid amount of fairly accurate firepower before I can come to grips with him. (I'm really hoping I get Cleansing Flame to thin out the overwatch crowd). Also good call on the Purge Soul. With Draigo I know it'll be available.

You have to go hard or go home. Get into a favourable position early, focus down key things, try and trade efficiently. If you are going to assault, I highly recommend you assault with your entire army if possible. It really dilutes the effectiveness of Supporting Fire when Tau have to shut down multiple charges, instead of just 1-2.

I like to place my guys close to other enemy units, which discourages blasts from getting flung at them (people hate hitting their own dudes, for some odd reason). Works quite well versus Tau, as without Marker Lights, their blasts have a pretty good chance of kill more Fish than Man.

Riptides still have a 3-shot mode on their IA anyway, for that exact reason (also to kill MC's). Tau don't have many blasts besides Riptides anyway, so it doesn't overly affect them.

I played a GK player with my Tau a few weeks ago.

He got the warlord trait that let him infiltrate units. So naturally he infiltrated his NDKs. He had some TDA deep striking and purifiers in a raven on a sky shield. It was his first turn.

I rolled to seize and got it. It was the kind of match where if he went first, he probably would have won. If I went first, I probably would have won. My first turn I leveled his raven. I was nearly able to kill a NDK, and wounded the other two. He had a bunch of them so they were hard to take down. I normally take TAC lists, so I do not have very much in the way of AP2. Crisis suits make up the bulk of my army generally, and they either have double missiles, or double fusion. I only have two Riptides, and one of them was running the HBC.

Still, it was a close match and I didn't move too well and he managed to get me in CC.

I usually run Farsight Enclaves and Tau allies as my army since I get ObSec Crisis suits that way, and Fire Warriors are sometimes meh.

What kind of army does your friend like to play?

That's the thing. If we don't have first turn, GK are really up the river. Princeps of Deceit is nice but it's not reliable sadly.

The trick is to max incinerators... tau hates incinerators. and if you are lucky enough, try to psilence the riptide...

Except Tau usually mech up their Fire Warriors, to prevent that exact thing happening. But yeah, you'll clear out Kroot very easily. I don't shoot Riptides anymore, it's not worth it.

Deploy everything first turn and shunt over. Also, using Gate does not trigger interceptor because the wording of the USR says the shooting attack is made "at the end of the movement phase". Not the psychic phase biggrin.png. What you want to do is get up close and pressure him. Like REALLY put your models next to his so he knows, the very next turn he's going to have multiple assaults underway. Hopefully this will insult panic and inflict just enough analysis paralysis so that he wastes shots trying to hurt multiple units rather than outright destroying a unit or 2.

Yeah, that does put the Tau player under the gun. However, they still have options. Rapid-firing plasma rifles, fusion guns, massed pulse firepower...they can put us in the dirt. Then you have to consider stuff like Devilfish moving then Flat Outing back and forth, denying charge lanes. Kroot also get in the way. Plus, you've got Supporting Fire, which is designed to punish small assault units. I wouldn't rely on panicking your opponent. Tau players know melee is their weakness, and they know what GK do.

When you do shunt, make your shooting count. Also don't forget to leverage powers like psy shriek and purge soul to ping wounds off a riptide, combined with some decent shooting you can possibly drop one from the start. Picking tau targets for your shooting again really depends but generally you want to knock out the marker lights first.

Even assuming they don't have the relic that grants bonuses to Deny, I've only killed a Riptide once with 'Psychic Shriek' and that was because no Stims, no 3+ invul, and I rolled 16 on the 3D6 for the test. 'Purge Soul' does even less on average. Just wait until you can charge them, Riptides melt in melee to DK's and hammers anyway.

Also, having the stormraven is possible if you can engage majority of his AA interceptor guns. Even if he uses them though, that just means less fire on your other guys.

No, it means you lose 200 points before you even did anything with it. Plus any cargo it was carrying. Intercepting is only a drawback if the following Shooting phase he needs those guns. Seeing as Missilesides are pretty bad against 2+ saves, it's not really a drawback. 'Tides are going to either Intercept your Terminators, or wait until their Shooting phase to nuke your DK's with AP2. You won't trade efficiently with Ravens.

I feel like I have a million considerations to this game before it starts.

Just as comparison the beauty of my crons is, I kind of have a set way to start the game, and really what my opponent does, doesn't really affect that.

As we all know, GK aren't like that. It's precision that counts, and understanding your opponent that gets results with this army. So I feel at a severe disadvantage. The last time I played against Tau was with my DA, and to be quite honest it was very ugly, but I always remember winning because 1) he didn't realize with Belial I could dissect his HQ squad, and 2) he actually had riptides and these suites with railguns(?) (But I engaged them very early with Belial which he had them protected against except for the precision deep striking. Anyway, it was... my Landraider that won it! He annihilated the Termies in the except the bloody Knights in the Landraider (3++ and flails actually did something this game) and he really had no answer for the Landraider.

This feels completely different. I feel like I'll be naked going in. Syn, I'm taking it you prefer everything on the table to gate/shunt to deny interceptor?

It also feels kind of like Astra that I'll have to face a stupid amount of fairly accurate firepower before I can come to grips with him. (I'm really hoping I get Cleansing Flame to thin out the overwatch crowd). Also good call on the Purge Soul. With Draigo I know it'll be available.

You have to go hard or go home. Get into a favourable position early, focus down key things, try and trade efficiently. If you are going to assault, I highly recommend you assault with your entire army if possible. It really dilutes the effectiveness of Supporting Fire when Tau have to shut down multiple charges, instead of just 1-2.

I like to place my guys close to other enemy units, which discourages blasts from getting flung at them (people hate hitting their own dudes, for some odd reason). Works quite well versus Tau, as without Marker Lights, their blasts have a pretty good chance of kill more Fish than Man.

Riptides still have a 3-shot mode on their IA anyway, for that exact reason (also to kill MC's). Tau don't have many blasts besides Riptides anyway, so it doesn't overly affect them.

I played a GK player with my Tau a few weeks ago.

He got the warlord trait that let him infiltrate units. So naturally he infiltrated his NDKs. He had some TDA deep striking and purifiers in a raven on a sky shield. It was his first turn.

I rolled to seize and got it. It was the kind of match where if he went first, he probably would have won. If I went first, I probably would have won. My first turn I leveled his raven. I was nearly able to kill a NDK, and wounded the other two. He had a bunch of them so they were hard to take down. I normally take TAC lists, so I do not have very much in the way of AP2. Crisis suits make up the bulk of my army generally, and they either have double missiles, or double fusion. I only have two Riptides, and one of them was running the HBC.

Still, it was a close match and I didn't move too well and he managed to get me in CC.

I usually run Farsight Enclaves and Tau allies as my army since I get ObSec Crisis suits that way, and Fire Warriors are sometimes meh.

What kind of army does your friend like to play?

That's the thing. If we don't have first turn, GK are really up the river. Princeps of Deceit is nice but it's not reliable sadly.

Those all seem like valid points of concern, perhaps i need to face a Tau player to find out. Will get back to you once i've had a game.

I'd advise getting as many games as you can. Tau are one of the premier shooting armies in the game, it's their weakness to melee that holds them back. GW have them a hefty increase in both their firepower, utility of markerlights, and their anti-melee defense (not to mention RCD and the general hatred of melee in 40k main rules helps them immensely too). I consider it a good experience to fight strong opponents. Even if you get stomped, you learn valuable lessons. And, after getting gud, the first time you take down a Riptide or Broadside team is that much sweeter. 

I'd advise getting as many games as you can. Tau are one of the premier shooting armies in the game, it's their weakness to melee that holds them back. GW have them a hefty increase in both their firepower, utility of markerlights, and their anti-melee defense (not to mention RCD and the general hatred of melee in 40k main rules helps them immensely too). I consider it a good experience to fight strong opponents. Even if you get stomped, you learn valuable lessons. And, after getting gud, the first time you take down a Riptide or Broadside team is that much sweeter.

 

In that you and I are in utter agreement. One of the things I'm absolutely loving about this army is how creative I have to be to grab victories. I have yet to face Tau with them and I reckon it will be quite a test. I'm still believe the best way to beat Tau is to play the opponent. They are well aware of their weakness, but that is why they will be even more anxious when you get into their face.

 

The point about the pulse rifles just makes me think we need to be focussing on taking down his infantry on the shunting/gating turn.

Yea I think I'm going to just write this one off as a learning experience. It seems to have all the base tools to make my life miserable. lol

 

I'll probably just go in deep as usual. Shunt 1st turn, and while staying to one side, probably try to saturate his targeting and do the old prayer, "Please Mr.Emperor let me live past this shooting phase."

I'd say shunt and gate across a wide front, not just one flank. You're not going to cut down shooting via kiting so you might as well pressure him knowing that no matter what he does, you're charging next turn and he can't do anything about it.

 

EDIT: Just thought about a couple more points.

 

When you shunt over, you want to have Draigo positioned closest to his Riptides, this is just so that he can tank the shots for at least one riptide using his Stormshield.

 

You'll want to be rolling on telepathy to try and get invis. Terrify is also useful, as is dominate and psychic shriek.

 

Pyromancy presents some possibilities as well. The primaris is essentially an extra heavy Flamer. They've got a type of cleansing flame as well, and a 24" large blast. Molten beam would also be hilarious, especially for those tightly packed vehicles and units.

 

Divination is likely to be meh, as is telekinesis.

 

You'll want to get sanctuary at least from sanctic.

 

Another idea - He's going to keep his guys fairly close to take advantage of supporting fire overwatch. In this case, assuming you survive the first turn of his onslaught, multi-charge. Take your termie deathstar, Pick the closest target as your primary and then literally declare charge against EVERYTHING within 12" of the unit. Give him the chance to overwatch everything against the termies (or interceptors can do the trick).

 

This has a couple of benefits:

Firstly, it draws all his overwatch fire, leaving your NDKs to pick and choose the most important targets (read: riptide) and assassinate them.

 

Secondly, if you survive and can contact 3-4 units, you've essentially won the game. Bear in mind, you want to charge as many vehicles as you can because each penetrating hit counts as 2 towards the combat resolution, you're bound to win and when you do, they'll have to roll their LD with a lot of negative modifiers. They will most likely fail this. Mind you, if you're using termies for this, they won't be able to sweeping advance. That's fine. Jet pack units will be off the table thanks to the 3D6 fallback and any infantry still on the table will be ineffective next turn (assuming they rally).

 

Thirdly, this will break the back of the Tau's forces. He'll likely concede at this point. If he doesn't he's already so demoralized he's not going to be able to play properly anyway.

 

You have just won the battle and the war. The next time he has to face you he's going to be so scared he'll go to either of two extremes - Extremely diffused deployment or extremely castled up. Both cases are good for you.

 

 

EDIT EDIT:

 

Also, I know a lot of this sounds like theorycrafting. It probably is, but generally speaking my ideas work well because I base them not on the unit but how the player would think and react. Play the player, not the army.

 

And yes RD has valid points, but his points work on the basis of a fully rational player who is able to remain very calm under pressure. And those are few and far between from my experience.

hmm, I like the idea of a multi-charge to trigger overwatch. That unit is probably dead, but still.... Makes me wonder if a Strike squad would be best for this (if it survived initial Deep Strike)..

 

yes, Draigo as tank was the main idea, I have had amazing success with him in the much hated paladin squad (he still gets FnP) with Sanctuary.... that's the thing though, if the squad doesn't roll Sanc he's not going to tank nearly as well.

hmm, I like the idea of a multi-charge to trigger overwatch. That unit is probably dead, but still.... Makes me wonder if a Strike squad would be best for this (if it survived initial Deep Strike)..

 

yes, Draigo as tank was the main idea, I have had amazing success with him in the much hated paladin squad (he still gets FnP) with Sanctuary.... that's the thing though, if the squad doesn't roll Sanc he's not going to tank nearly as well.

THEN WHERE IS YOUR FAITH!!!

 

*Grey Knight mode disengaged*

 

Sometimes you don't get it, definitely. I think the interceptors would be a better choice for the overwatch absorption, if they survive, good, if not it's okay, the way is clear for the hammer to fall.

Draigo is pretty tanky, but if your friend is running a gunline, and you plan to GoI right in front of it, prepare to lose a lot of men. As I said before, Tau shooting without markerlights makes them pretty weak, but volume of shots will wound even the toughest of armor. 

If you'd like, I can PM you or otherwise show you typical TAC lists for Tau that I bring to local tournaments and against friends. I may not be the best Tau Commander, but I do love me some balanced lists. 

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