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Common tau tactics: a brief summary
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Old 24 Dec 2005, 06:04   #1 (permalink)
Shas'El
 
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Default Common tau tactics: a brief summary

Ok, this is just a quick summary of common tau tactics for newer players. I'm focusing on mainstream stuff, so no commander far-sight or kroot oxen.

First of, I just want to give a very brief summary about the different tasks that need to be filled.

1: anti-infantry

Even demon-hunters have storm-troopers. It is important to remember to bring some massed firepower to help fight against infantry hordes.

Some of the units and weapons that are the most effective in this category:

Stealth suits
Hammerhead tank rail-guns
fire-warriors
sometimes seeker missiles

2: anti-light vehicle

Light vehicles are usually APCs. While they do not have the raw firepower of other, heavier, tanks, they can transport infantry across the board very quickly. Kill these, kill his mobility.

Some of the units and weapons that are the most effective in this category:

hammerhead ion cannons
Death-rain crisis suits (TL M pod + flamer)
seeker missiles

3: anti-heavy infantry

Heavy infantry is anything with a 2+ save. This is a weak area for us, as we only have 2 weapons that are really useful in this role. I would recommend avoiding heavy infantry as best you can instead of attacking it all out.

Some of the units and weapons that are the most effective in this category:

Plasma rifles
fusion blasters

4: anti-heavy armor

Heavy armor is anything with an armor value greater than 12. This means that many vehicles will be both light and heavy. If possible, try to attack the weakest side.

NOTE: I would not recommend fusion blasters for new players. It can be hard to get them in range and, if you do, they will often fail.

Some of the units and weapons that are the most effective in this category:

Hammerhead rail guns
broadside rail guns

Now, on to the important stuff:

NUMBER 1: THE FISH OF FURRY (Fof)

The fish of furry is not a tactic to build your army around. It is something you do if you have no other option and have to get that squad out of the bunker before turn 6. I say this because I have seen some people say things like "I used Fof at games day and I lost all my games because of it" (no offense meant to the person quoted).

The idea of the Fof is simple: deploy a squad of warriors (out of a fish) into rapid fire distance of an enemy unit without getting charged next turn. If you are reasonably good at gauging distances by sight, then you can do this without to much setting up. Simply get your fish very close to the enemy and deploy your fire warriors directly behind the transport so that they are all within 12" of the enemy. It is generally advisable to include more than one mounted squad, deploying the fish on their sides next to one another. This makes it even harder for your enemy to assault you.

Something to note is that while the enemy will have trouble assaulting you (assuming they are standard infantry with no special moment) there is nothing stopping them from simply shooting down the fish or, if they can pass a LD check, shooting your warriors.

For a more in-depth look at the fish of furry maneuver, check out these links:

http://www-personal.engin.umich.edu/~leebj/FoF.html
http://forums.tauonline.org/index.php?topic=4425.0

NUMBER 2: JUMP SHOOT JUMP (JSJ)

This is the best tactic. I'm not going to say "of all time" or "for your battle suits". This is the best tactic, end of story. Demon bombs, rhino rushes; all garbage. JSJ is the best tactic.

JSJ is also a very simple tactic. All you do is put your battle suits behind a pice of LOS blocking terrain or inside some jungle, jump out, shoot and jump back in with your assault phase move. Nothing to it.

For a more in-depth look at JSJ, check out these links:

http://forums.tauonline.org/index.php?topic=14978.0
Frankly, JSJ is so simple that nobody writes tactics for it. One link is all you get.

NUMBER 3: SHOOT AND SCOOT

This one is more common sense than a tactic, but it is still a very important that everybody understands that this is how they should use their troops (as opposed to endless FoFing), so it goes in here.

The idea is really very simple. You deploy a squad of warriors into some cover, shoot until the enemy gets to close then hop back into the transport and er... scoot away.

No links, sorry.

NUMBER 3: THE DRONE OF LEADERSHIP (DoL)

The drone of leadership is a newer tactic that hasn't gotten allot of attention yet. Because of that, I'm afraid I don't fully understand it myself! I know it involves detaching the drones from a 'fish and using to force an LD check on enemy shooters. If anybody wishes to add to this, please PM and I will add it right away (with credits to the writer of corse :P)

By [mace]:

Quote:
Originally Posted by mace
Basically it is just detaching drones, so that they are the closest/closer unit to an enemy unit, forcing them to take a target priority LD test before being able to shoot. If you're lucky, they HAVE to shoot the drones (upon failing the LD test) and so tend to overkill it.. leaving you unharmed and free to shoot back yet again.
NUMBER 4: HAMMERHEAD LINE OF SIGHT ATACK (HH-LOS Attack)

The hammerhead LOS attack (I keep wanting to say LOL attack) is probably the best way to keep your tanks alive. You simply hide it behind some LOS (line of sight) blocking terrain and peek out from the corner to snipe enemy units. Equipping your hammerheads with the smart missile system and a target lock can make this even more dangerous. Be sure to remember to move your hammerhead back and forth in the moment phase though, so you can still take advantage of the skimmer moving fast rule.

For a more in depth look at the hammerhead line of sight attack, check out these links:

http://www-personal.engin.umich.edu/...LoSAttack.html

NUMBER 5: DEEPSTRICKING SUNFORGE SUITS

because we cannot take heavy weapons in our infantry squads, we have a serve lack of anti-heavy armor shots at our disposal. Most tau lists rely completely on heavy support for taking out enemy heavy tanks. This presents some obvious problems in low points value games.

Fortunately, we do have another option: the fusion blaster, available only on crisis suits. Although often shunned for its infernally short range, the blaster is capable of taking out extremely heavily armored tanks without to much trouble.

The only real problem is getting into range. Generally, the best way to do this is to deep-strike your crisis directly behind the enemy tank and try to destroy it before you are flooded by enemy assault specialists. While hardly a sure thing, this is almost always the only way to get into range.

For a more in-depth look at how to effectively use the fusion blaster, check out these links:

http://www-personal.engin.umich.edu/.../DSFusion.html

Rules of thumb:
because it didn't deserve its own thread, but it had to be said

Common rules of thumb for all tau armies:

vehicles:

1) give all your vehicles with decoy launchers AND a multi-tracker
2) Always give your devilfish the targeting array
3) Always remember to move your vehicles >6". This is their primary means of protection

fire-warriors:

1) No more than one unmounted squad for every two mounted squads
2) It is almost always advisable to give your warriors a shas'ui team leader
3) Bonding is usually a waster of points (Case sensitive)
4) Purchasing grenades for your infantry is a pointless, even counter-productive waste of points.
5) YOu will usually want to stick to pure rifles; if you do get them carbines, you will usually want to go ahed and get the maximum number of them

kroot carnivores:

1) krootox are horrible. Period.
2) Taking a shaper is usually a bad idea
3) Kroot hounds are usually ok, but remember that they take away from your fire-base
4) kroot armor is an utter waste of points, as it can be penetrated by anything but a lass weapon
5) Always infiltrate your kroot into some forests
6) MUltiple kroot aren't called "kroots" god dang-it!

Crisis suits

1) It is almost always best to specialize your suit to combat one particular threat, even in tournament play
2) If posable, break down crisis squads into smaller groups
3) A squad of three is almost always to many
4) The shas'vre upgrade is useless, as it is only better in CC, which you should try like heck to avoid

commander suits:

1) The sahs'el is usually better than the 'O
2) That said, a 'o with plasma, fusion, shields and a HW multi-tracker is probably one of the best suits in the game
3) NEVER compromise your commander's independent character status (I.E. giving him drones or a bodyguard)

stealth suits:

1) Infiltrating stealth suits is actually not a bad idea
2) Stealth suits should usually be taken in groups of five, for points and morale efficiency
3) One group is usually enough
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Old 24 Dec 2005, 06:43   #2 (permalink)
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Default Re: Common tau tactics: a brief summary

Are they giving double Karma for Christmas? I see a lot of pseudo-scientific tactical mumbo-jumbo getting recycled these days...although it's mostly in the IG forum, not over here.

Anyway, a few bones to pick:

1. Seeker missiles don't belong in the anti-infantry weapons list (I understand why they're there, I'll get to that later).

2. plasma rifles are acceptable anti-light vehicle weapons. They can glance anything the missile pod penetrates...rejecting them as light armor weapons is just as silly as rejecting the krak missile as a anti-tank weapon...therefore, the much-reviled fireknife suit is acceptable (though inferior to the deathrain) as a transport-hunter.

3. Heavy infantry is anything with a 3+ save....not 2+. Just because 3+ saves are common on the tabletop doesn't make them "normal" infantry. SOB, Marines of all types, crisis suits, necron warriors...you would call these "average"? Nope. Those are heavy shock troopers. The best. With the heaviest equipment. It takes an antitank missile (krak!) to reliably kill one such model...that's clearly heavy infantry. (this is why I say that seeker missiles don't belong under "infantry", they belong down here). As such, we must add seeker missiles and ion cannons to the anti-heavy-infantry weapon list.

4. Anything that can glance AV14 belongs here. Like the seeker missile. And your recommendation that newbies shy away from fusion blasters as anti-heavy-armor weapons doesn't justify failing to place it here. Not that I agree with the advice for them to avoid the weapon, anyway. A pair of deepstriking sunforge suits is a lot cheaper than a leman russ, and two twinlinked S8 AP1 melta weapons against side or rear armor? Good odds! A retarded cocker spaniel could pull off that attack!

In the end, I don't see anything innovative in this post...it's all old material that's available in the stickied tacticae.
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Old 24 Dec 2005, 09:53   #3 (permalink)
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Default Re: Common tau tactics: a brief summary

Drone of Leadership? Theres a name for that now?

Basically it is just detaching drones, so that they are the closest/closer unit to an enemy unit, forcing them to take a target priority LD test before being able to shoot. If you're lucky, they HAVE to shoot the drones (upon failing the LD test) and so tend to overkill it.. leaving you unharmed and free to shoot back yet again.
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Old 24 Dec 2005, 15:46   #4 (permalink)
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Default Re: Common tau tactics: a brief summary

That drone tactic is nothing new. I've used it a lot. They're also good in a limited fashion for blocking assaults. It saved me once when I moved a pair of drones in a tight spot between my Firewarriors and some Terminators on the final turn.

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Old 24 Dec 2005, 16:45   #5 (permalink)
Shas'El
 
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Default Re: Common tau tactics: a brief summary

Quote:
Originally Posted by [ mace
link=topic=15493.msg244698#msg244698 date=1135421603]
Drone of Leadership? There is a name for that now?

Basically it is just detaching drones, so that they are the closest/closer unit to an enemy unit, forcing them to take a target priority LD test before being able to shoot. If you're lucky, they HAVE to shoot the drones (upon failing the LD test) and so tend to overkill it.. leaving you unharmed and free to shoot back yet again.
Thanks, I'll add that to the summary.

Quote:
Originally Posted by march10k
Are they giving double Karma for Christmas?* I see a lot of pseudo-scientific tactical mumbo-jumbo getting recycled these days...although it's mostly in the IG forum, not over here.
actually, this little thingy is mostly for me. If was hunting for karma I would just do one of those quizzes :P

Quote:
2. plasma rifles are acceptable anti-light vehicle weapons.* They can glance anything the missile pod penetrates...rejecting them as light armor weapons is just as silly as rejecting the krak missile as a anti-tank weapon...therefore, the much-reviled fireknife suit is acceptable (though inferior to the deathrain) as a transport-hunter.
our plasma is only S6. The best that can do is to glance the front armor of a standard APC.

Quote:
3. Heavy infantry is anything with a 3+ save...not 2+.* Just because 3+ saves are common on the tabletop doesn't make them "normal" infantry.* SOB, Marines of all types, crisis suits, necron warriors...you would call these "average"?* Nope.* Those are heavy shock troopers.* The best.* With the heaviest equipment.* It takes an antitank missile (krak!) to reliably kill one such model...that's clearly heavy infantry.* (this is why I say that seeker missiles don't belong under "infantry", they belong down here). As such, we must add seeker missiles and ion cannons to the anti-heavy-infantry weapon list.
We could debate the classification of "heavy infantry" till we are blue in the face and it wouldn't really help anything. Its not really important, so long as people know what to do.

Quote:
4.* Anything that can glance AV14 belongs here.* Like the seeker missile.* And your recommendation that newbies shy away from fusion blasters as anti-heavy-armor weapons doesn't justify failing to place it here.* Not that I agree with the advice for them to avoid the weapon, anyway.* A pair of deepstriking sunforge suits is a lot cheaper than a leman russ, and two twinlinked S8 AP1 melta weapons against side or rear armor?* Good odds!* A retarded cocker spaniel could pull off that attack!
Seeker missile as a land raider killer? Suit yourself.

And something to remember is often very new players will only play alpha games where DSing your suits onto the field isn't an option. If you can't DS, leave this gun to the big boys.

Quote:
In the end, I don't see anything innovative in this post...it's all old material that's available in the stickied tacticae.
Problem? I guess if telling people what fish of furry is 100 times a day is your thing.....

Quote:
Originally Posted by LoneDragon
That drone tactic is nothing new.* I've used it a lot.* They're also good in a limited fashion for blocking assaults.* It saved me once when I moved a pair of drones in a tight spot between my Firewarriors and some Terminators on the final turn.
Well, its new enough that they don't have anything in the important topics section about it.
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Old 24 Dec 2005, 19:12   #6 (permalink)
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Default Re: Common tau tactics: a brief summary

Here are 2 more nipped from The Guide to Mech Tau.


Hammerhead LOS Attack

Deep-Striking XV8's Against Vehicles
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Old 24 Dec 2005, 20:18   #7 (permalink)
Shas'El
 
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Default Re: Common tau tactics: a brief summary

Quote:
Originally Posted by T0nkaTruckDriver
Here are 2 more nipped from The Guide to Mech Tau.


Hammerhead LOS Attack

Deep-Striking XV8's Against Vehicles
Ok, thanks. I'll right up a little summary for each of them to.
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Old 25 Dec 2005, 02:07   #8 (permalink)
Shas'El
 
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Default Re: Common tau tactics: a brief summary

Sorry for the double post, but I thought I should point out that I added a new section on some of the units and a few rules of thumb (WIP).
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Old 27 Dec 2005, 02:13   #9 (permalink)
Shas'Vre
 
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Default Re: Common tau tactics: a brief summary

Quote:
Originally Posted by the_vilest_worm
NUMBER 2: JUMP SHOOT JUMP (JSJ)

This is the best tactic. I'm not going to say "of all time" or "for your battle suits". This is the best tactic, end of story. Demon bombs, rhino rushes; all garbage. JSJ is the best tactic.

JSJ is also a very simple tactic. All you do is put your battle suits behind a pice of LOS blocking terrain or inside some jungle, jump out, shoot and jump back in with your assault phase move. Nothing to it.

For a more in-depth look at JSJ, check out these links:

http://forums.tauonline.org/index.php?topic=14978.0
Frankly, JSJ is so simple that nobody writes tactics for it. One link is all you get.
I feel unloved... :'( Check out my article for JSJing at http://forums.tauonline.org/index.php?topic=14978.0
I think it's great for all people, but that's because I wrote it
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