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#1 (permalink) |
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Shas'Saal
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I'm going up against my cousins tau soon. We have set up rules between each other - we have someone we don't know pick 6 types of games, then we have one game for each number on 1 D6. But, I am only allowed to have one list! If you have read my 500pt list, that is the list I'm thinking of taking and I need tactics. Also the person who picks the games also lays down the terrain and scenery. So yeah, it's totally random, basically I just need to know common tactics for nids v tau.
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#2 (permalink) | ||
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Ethereal
![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Dec 2005
Location: United Kingdom
Posts: 14,587
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Well, use the no.1 Tyranid tactical advantage. Numbers and Close combat.
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#3 (permalink) |
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Shas'La
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Tau are pretty much the easiest army to kill.
They can be outshot with devilfexs and tyrants, or they can be beaten up in CC by....well anything (unless they have kroot, beware the kroot, shoot them up. Scuttling spinegaunts do the trick. If shooting or CC sounds too taxing you could always scream them off the board, the tau like to run with their weak ld, so Zoans with scream and tyrants with it aswell will do the trick.... Lictors...... Its a good thing tau are getting an update, they need it against nids.
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Check out my nids: http://www.wh40k.worldofspack.com/mo...bum.php&page=5 Tau pics forthcoming. You notice that when you give your opponant a rules advantage, they never ask you to show you THAT rule in your codex. |
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#4 (permalink) |
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Shas'Saal
![]() Join Date: Mar 2005
Posts: 228
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If you're only playing 500 points worth of Tau, you'll have a big advantage. At such a low point count, they won't have the points to mechanize. All those fire warriors will be out in the open for you to gnaw on.
Kroot are your biggest concern. They can be cheap and numerous at 500 points and are good at CC. Deadly almost when in cover.Like vsurma said, Lictors. If their troops are out in the open, lictors will make sushi out of those firewarriors. MCs are also a good bet. They'll be able to survive mass tau shooting. Do not take genestealers. Implant attacks will do well on your winged CC Tyrant to take out crisis suits and their HQ.
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Tau and Tyranid. The TTs of Warhammer. |
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#5 (permalink) | ||
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Shas'El
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I would personally say to bring rippers to suck up fire-power, and stuff that has better than a 5+ save. Depending on his list, you may be kicking yoruself when you don't get saves against his weapons, so just be careful of that. Part of me would say bring genestealers, but when one goes down it's expensive. You may consider very large units of scuttling spinegaunts (20+). They are pretty cheap and will help out a lot.
Ravaners might be cool if you can get them into CC... But be warry. It's going to be a close call getting them there. You might consider warriors with devourers/deathspitters, but I'm not too experience vs. Tau, so I'm not sure how that'd work.
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#6 (permalink) |
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Kroot Shaper
Join Date: Jul 2005
Location: stafford
Posts: 64
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What kind of tau player do you guys play!!!
My mate (jkaara on this forum) know his stuff and what to do with tau, it's always a long great battle, shooting tau is not your best tactic, speed and combat is your best tactic, the sooner your in combat the better tau suck in combat (i've always found the last few hormagaunts in a brood of 16, about 2 or 3 left always go beserk and kill about anything), you best bet, use cover, be fast and assult soon as possible. |
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#7 (permalink) |
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Shas'Ui
![]() ![]() ![]() Join Date: Oct 2005
Posts: 504
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It's because that, if configured properly, Nids can be horrendously effective full-bore shooters >
!But you're right___there should always be some sort of melee unit to be packed VS Tau. |
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#8 (permalink) |
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Shas'Ui
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Rule #1: AVOID HH at ALL costs. Submunition blasts eat through gaunts and rippers SO easily. And the Railgun shot can really hurt you MCs. And don't think they won't bring one. They would have to be BLIND not to bring one against 'Nids. You're best bet is to immoblize their vehicles, and go in for the kill.
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#9 (permalink) |
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Shas'La
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Shooty tau to death is very easily (blame GW)
We have the more powerful guns and they are of the assualt nature, throw in some psychic screams and the tau run off the board. Meq tau is all well and good but if you put your guns on the MCs you dont have to worry too much about the fish with FWs inside and HHs are easily shaken by sniperfexs. Unless the tau player is running the ideal nid killer shooty list (9 broodsides, ethereal and ALOT of kroot I would not expect much resistence from their shooty armies)
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Check out my nids: http://www.wh40k.worldofspack.com/mo...bum.php&page=5 Tau pics forthcoming. You notice that when you give your opponant a rules advantage, they never ask you to show you THAT rule in your codex. |
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#10 (permalink) | |||
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Ethereal
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My first recommendation is Lictors. These guys are really useful, being able to charge when they arrive and having the ability to deep strike into any piece of terrain these are one of your best options vs most, if not all, shooty armies.
Next, gaunts, lots of them, particularly spinegaunts as you get to possibly out-shoot the Tau and you get vast numbers. Next - Broodlord/warrior brood. Never take a Tyrant in a 500pt game as it will a lot of players to start screaming "CHEESE!!" at your army. Also I'd particularly recommend zoanthropes to help you keep your gaunts in check. Without synapse your gaunts are pretty much useless, so take a couple of zoanthropes (at least 1) and you should be OK.
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