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some tau tactics
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Old 30 Dec 2013, 03:02   #1 (permalink)
Kroot Shaper
 
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Default some tau tactics

I'm sure other people have independantly discovered these tactics, but I'll be placing my own viewpoint on them here.

Fish Bunker
6e's version of fish of fury, what I call the "fish bunker" is an effective way to delay assaults and absolutely destroy units without 2+ armor saves or 7+toughness.

Move your devilfish so their back ends are facing either impassable terrain or a board edge, and are parrallel with each other. Deploy drones in a line, with a maximum of one inch between each drone. Then, deploy fire warriors from the side hatch of each fish so that each fire warrior is within 6 inches of at least two drones, and prefarably three or all. Personally, I like to make three rows of four for each unit, like so

Fff
Fff
Fff
Fff
But you should choose whichever formation you find most effective/aesthetically pleasing.

For many assault units, your opponent will be unable to kill the drones through shooting, and for those that can- well, they just wasted a shooting phase killing two drones, and the arangement of the other two will prevent many of your opponents models from getting into base to base combat. Meanwhile, you'll likely have around 40 s5ap5 overwatch shots, of which an average of 5-7 will hit, meaning it's entirely likely you'll have cut down enough of your opponent in overwatch and your shooting phase to prevent the from succeeding in assaulting your precious squishy firewarriors.

Basically, you get to deploy an insta-castle of firewarriors that ofter recieve at least two turns of shooting and a turn of overwatch, while suffering minimal casualties.

Weaknesses: long distance ordnance, blast weapons, templates.

Stealth mark'o:
I haven't actually tested this one yet, although I'd love a reason to.

Commander w/ drone controller, C&C node, multi spectrum sensor suite, stim injector (optional shield generator and iridium armor.)
2x marker drone.

Stealth shas'vre w/ markerlight and target lock, homing beacon
2-5 stealth shas'ui with optional target lock or fusion blaster.
2x marker drone.

While the unit can no longer infiltrate, jetpacks on the whole thing and relentless let you get pretty far turn 1. If you're in cover, your commander gets a nice 2+ save, and if given the iridium battlesuit he's about as tough or tougher than a five man unit of terminators (depending on which weapon your opponent uses). T2, you call down battlesuits perfectly, and with an average of 4.63 markerlights and (if you take burst cannons) a minimal average of 11.66 burst cannon hits (and a maximum average of 19.44) that all ignore cover you'll be doing a lot of damage.

Any thoughs? If you use either of these tactics, or a similar variant, how do they work for you? Do you have any tactics you wish to share?

Last edited by GaBeRock; 30 Dec 2013 at 03:10.
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Old 30 Dec 2013, 08:56   #2 (permalink)
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I personally wouldn't run these setups, mainly because they seem either expensive or too easily countered. For example, your Fish castle is much less effectively if attacked from the flank, especially if your opponent moves toward the Devilfish in a way that blocks LoS for the Fire Warriors supporting. It also really relies on your enemy taking the bait and charging, and thus would only work once versus a given opponent. The obvious answer to it is simply to start shooting the Fire Warriors.

Also consider that your StealthStar only really puts out BS3 TL Burst Cannons, and 5 Markerlights, yet costs 306 points minimum. There are a lot more point-efficient ways to get those Markerlights and definitely a lot easier ways to get decent Pulse fire into a list.
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Old 31 Dec 2013, 20:25   #3 (permalink)
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Quote:
Originally Posted by CoffeeGrunt View Post
I personally wouldn't run these setups, mainly because they seem either expensive or too easily countered. For example, your Fish castle is much less effectively if attacked from the flank, especially if your opponent moves toward the Devilfish in a way that blocks LoS for the Fire Warriors supporting. It also really relies on your enemy taking the bait and charging, and thus would only work once versus a given opponent. The obvious answer to it is simply to start shooting the Fire Warriors.

Also consider that your StealthStar only really puts out BS3 TL Burst Cannons, and 5 Markerlights, yet costs 306 points minimum. There are a lot more point-efficient ways to get those Markerlights and definitely a lot easier ways to get decent Pulse fire into a list.
I haven't tested out the fish bunker significantly, but its primary purpose is to give my firewarriors two turns of shooting, at minimum. If the enemy moves to flank the fire warriors, they can shoot under the devilfish. Shooting at the firewarriors is indeed a weakness, but they'll be getting 5+ cover until the drones are killed.

As for the stealthstar, I recognize tht it isn't a particularly "good" tactic, but I still want to try it out eventually, as it sounds like a fun tactic to try.I
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Old 12 Jan 2014, 07:43   #4 (permalink)
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I love new and outlandish tactics so kudos for putting time and effort into writing them up here; even if we squabble about their effectiveness its nice that you put in the effort for your fellow players.

With regards to devil bunker, i hate devilfish. 100 points each for a slightly flimsy wall? Lets face it, nothing survives against firewarriors at 15", especially if they have to get through the overwatch. I find that the challenge with Tau isn't making those 15" even more scary than they already are, but rather extending that zone of terror to a greater portion of the map. Whilst this does potentially address this mobility issue, it does so at the cost of doubling the points of the fire warriors. Think about it; you could have twice as many fire warriors, and just use your firewarriors as a shield for your fire warriors; far scarier imo if that is the only purpose of your fish. Also they do nothing to help you against armour 13-14 which in my personal opinion is the only thing tau should have even the remotest difficulty handling.

With regards to your stealth idea, i like it, however here is a far better alternative. My reasons for disliking this original formation is that 1) stealthsuits are 3 points more expensive than a normal suit with a burst cannon that has the same defensive capabilities not including the toughness difference (2+ save in cover with 1 wound vs 3+ save and 2 wounds). Secondly they don't really pump out much in the way of shooting and i personally like to keep marker lights seperate from my deathsquads, purely because what they shoot has a tendency to die before the lights can be used. I appreciate the Target locks, but really this unit will be the core of your army and so you have to assume that not a lot else is going to be firing.

My alternative is to stick shadowsun with a unit of crisis suits that all have 2 plasma rifles with counterfire-defense systems and run them around the field with that re-roll one's drone. 12 plasma rifle shots that are relatively self sufficient, 2 BS5 fusion blasters, a 2+ coversave, 3d6 jump and all for the same cost as what you are running here. Terminators weep and the landraider that is with them is a carcass. I find this to be a fantastic formation that you might consider as an alternative to this inventive one.
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Old 12 Jan 2014, 17:21   #5 (permalink)
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Quote:
Originally Posted by GaBeRock View Post
...with an average of 4.63 markerlights and (if you take burst cannons) a minimal average of 11.66 burst cannon hits (and a maximum average of 19.44) that all ignore cover you'll be doing a lot of damage.
Unfortunately you can't use the markerlights fired by this unit to boost the rest of the unit's firing, which seems to be your intent. I bring the same Stealth team in my army just about all the time (minus drones) and I'll occasionally make use of the Shas'vre's markerlight to call in a seeker missile or something else along those lines if my fusion blasters failed to kill their target. Otherwise I don't much care for mixing my markerlights with units that do killing.


If you want a mobile wall of fire support to protect your Fire Warriors, what about Piranhas?
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Old 02 Feb 2014, 07:49   #6 (permalink)
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How about a 12 - man FW team in the fish bunker with an ethereal and cadre fireblade?
The ethereal can use his 12" boost bubble to make the FW team practically fearless, and the cadre fireblade can use his Volley Fire rule to get more shots in there before the enemy closes in.

It does have one weakness though - numbers. If an ork tide of green closes in, they are *dead.* Solution? Sun Shark. In high point games(2000+), a sun shark bomber with razorshark escort can destroy pretty much any swarm. This works ridiculously well on Tyranids - the sun shark can bomb the little ones into oblivion, while pummeling the flying ones with seeker missiles, and the razorshark can give them a good Burst Cannoning while using its quad ion turret on the big ones on the ground.
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Last edited by BaneOfTheGuard; 02 Feb 2014 at 08:00. Reason: adding content
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Old 02 Feb 2014, 13:16   #7 (permalink)
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I've found the Sunshark/Razorshark sorely lacking compared to other things in the Codex, though.

When a swarm is bearing down on me, I don't want to be rolling Reserves for the models. Had that against Nids, Sunshark didn't appear 'til Turn 4, and by then my army was already in CQC...
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