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Know your Enemy
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Old 30 May 2004, 17:52   #1 (permalink)
GOD
Shas'El
 
Join Date: Apr 2004
Location: Australia
Posts: 2,401
Default Know your Enemy

This topic is to help out newbies to the Tau race, Feel free to discuss this topic here

As new things are posted I will modify this post, as a guide to other army's. I will keep this as a sticky for now.
[hr]
Eldar:

Problem: Transports tend to be full of nasty things like Banshees and striking scorpions.* If these little beasties get to your ranks in any kind of numbers, you will have probably lost the battle.* With Eldar transports they can do so fast (fast, skimmers).
Solution: Take out the transports quickly.* Fortunately Eldar transports are fragile, so hit them with every thing you have.* Hopefully you can take out a lot of the squad in the explosion.

Problem: Wraithlords
Solution: Wraithlords probably arenít the best elder unit against Tau.* So if your opponent takes one, ignore it, unless it gets too close to your lines.* Then take it out with battle suits.

Problem: Reaper launchers, great for taking out lots of fire warriors.
Solution: Use stealth suits to move up to 18 and shoot at them before moving back to to 24 away.* This way half the time they shouldnít be able to see the stealth suits.* If possible use terrain for hit and run attacks.

Dark Eldar:
Problem: Dark elder are fast, as in really fast.* They are so fast that there is a good chance half your army isnít even going to get a shot off.
Solution: Dark elder are also really breakable.* If only half your army is going to get a shot off, then you want that shot to be good.* Take as much fire power as you can.* Donít worry about any thing else but shooting as much as possible at as much as possible.

Necrons:
Problem: Destroyers are really good at taking out Broadsides (which happen to be really good at taking out Monoliths).
Solution:* Kill them.* They arenít especially hard to destroy, so donít let them live past the first turn.* Try to take them all down at once so they canít make the WWB roll.

Problem: Wraiths are fairly fast, and combaty.
Solution: Once again they arenít especially hard to destroy.* If they get too close then take them out.* Try to take them all down at once so they canít make the WWB roll.

Problem: Deep striking monolith.* This gets Necrons into your battle lines very quickly, so they can assault.
Solution: (Thanks to Michael Atkins for this)
Although the idea of this can be worrying, I have found this to not to be to much of a problem. Firstly, only one unit per turn can 'teleport' to the monolith, and secondly, the monolith costs lots of points and can easily be destroyed using this strategy:

Hit it with 3 markerlights
Hit with a team of broadsides:

Chances of hitting = 35/36= 0.9
Chances of Pen. Hit = 0.5
Chances of Destroyed or Explodes = 0.5

= 22% x 3
= 66% of destroyed or explodes and 132% chance of a pen hit.

Most Necron Players realise that this is a big risk, and do not deep strike their monoliths because 235 victory points is a lot to gamble on 1 squad getting there quicker.

Note: Necrons are c**p in combat.* Tauí are worse.* For gods sake stay out of it.

Space Marines:
Problem: Heavy weapons teams.* Heavy bolter's negate the standard Tau armour save, and out range the pulse rifle by 6"
Solution: Use stealth suits to advance with in 18" fire then move back to 24" in the assult phase.

Problem: Rhino Rush.* Blood angels are particularly good at this tactic with Rhinos that can move 24".* This tactic can be very effective, especially when the Rhinos are kept hull down.
Solution: The only way this can be stopped is by destroying the Rhinos.* With armour 11 Rail guns are very effective. Against an opponent who uses this tactic, an XV88 squad is your best friend.* Don't rely on Fire Warriors to beat this, as they have proved to be unreliable.* This tactic can be turned against the Space Marine player, as if troops are in a transport that is destroyed, then they can be killed too (which is funny.)

Imperial Guard:
Problem: Guard are famous for tanks, lots of tanks.* They have big guns and lots of armour.* Not pleasant.
Solution: Tau are famous for rail guns.* These are pretty much the only thing that will stop a Leman Russ.* Seeing as your opponent will almost certainly have lots of tanks, you want lots of rail guns.* Thus you want broadsides, as they are much cheaper then Hammerheads.

Problem: Heavy weapons teams.* Heavy bolter's negate the standard Tau armour save, and out range the pulse rifle by 6"
Solution: Use stealth suits to advance with in 18" fire then move back to 24" in the assult phase.

Chaos Space Marines:
Problem: Heavy weapons teams.* Heavy bolter's negate the standard Tau armour save, and out range the pulse rifle by 6"
Solution:* Use stealth suits to advance with in 18" fire then move back to 24" in the assault phase.

Problem: Rhino Rush.* This tactic can be very effective, especially when the Rhinos are kept hull down.
Solution: The only way this can be stopped is by destroying the Rhinos.* With armour 11 Rail guns are very effective.* Against an opponent who uses this tactic, an XV88 squad is your best friend. Don't rely on Fire Warriors to beat this, as they have proved to be unreliable. This tactic can be turned against the Chaos Space Marine player, as if troops are in a transport that is destroyed, then they can be killed too (which is funny).

Tyranids:
Problem: The swarm.
Solution You have two choices VS nids.* One you can get as many fire warriors as you can get.* Then sit there and lay waste to as many as you can, hopefully before they get to your lines.* Or you can go for a mobile force and try to maneuver around a lot using hit and run attacks. This could work well because Tau APC's and vehicles are skimmers, and thus are hard to hit in HtH.* This might not work because nids are very fast and my catch you before you get the chance to re-deploy.

Orks:
Problem: Speed freaks are very fast, and if kept hull down can be difficult to stop.
Solution: Ork vehicles are open toped and have low armour.* Inflict as many
Penetrating and Glancing hits as possible.* Because Orks have a low armour save this has the added benefit of killing lotz aí boyz.

Problem: Numbers, normal Orks always come in hoards.
Solution: Numbers, Fire Warriors are really good at killing Orks.

Demon Hunters:

Problem:* Grey Knight Terminators - Horrifying in both the Shooting and Assault faze, hard as nails, shrouding, Psy-bolts which negate Shield generators, and they always deep-strike. usually right in front of your pillow soft Fire Warriors.

Solution: * 1 turn in which they are sitting in the open after the deepstrike.* Hit them with every freakin' gun in range, especially plasma rifles and Rail-guns.* Because they cost so much, its not uncommon for a tau player to have wiped the rest of their army out to a man before they get on the Field, so you shouldn't have much left to shoot at to distract you from pumping every shot you can into those horrifying terminators.
Submited by Monat

Witch Hunters:

Problem: Heavy weapons teams.* Heavy bolter's negate the standard Tau armour save, and out range the pulse rifle by 6"
Solution: Use stealth suits to advance with in 18" fire then move back to 24" in the assault phase.
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