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Discussion Starter · #1 ·
I collect T'au and just wanted to know how other people would go about defeating them. assume a fairly static army with several mobile elements.
 

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Well close combat is the obvious tactic. WS 2 ... please! The problem is getting into close combat fast enough to avoid extended time in range of the nasty guns.
 

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Not that big of a problem for most armies unfortunately. But yea, cc is the Tau weakness from hell and anything that does cc well is going to chew a Tau army to pieces if it gets there.
 

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Static is never a good idea..granted you have to have a few units glued down(Broadsides)..but FW's..put them in a fish and let the frowns begin!

CC is the Tau bane...add some Kroot and you make people change their tactics..

I have actually held out in CC with FW's..which gives you time to rush some firepower to the area(or Kroot if nearby)..Bonding Knife is key..HOLD THE LINE!

Photon grenades take away the charge bonus of your attackers..but as I said before..KROOT..they are great counter-assault troops.
 

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Stuff that Tau don't like:

Basilisks.
Hormagaunts.
Raider witches.
Shooty carnifexes in buildings.
5 man squads with lascannons (which are dull but a few of these really make life hard for the hammerheads).
Disruption of any kind. Tau have weak LD and rely on moevment and use of cover. Things like fury of the ancients can make a mess of JSJ sometimes. Fear of the darkness, lash, a word in your ear and so on all spoil things for Tau.
 

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Playing as nids ive found that the best way is to pick your targets and approach tactically.

Use units with a really good charge range, like hormogaunts or cavalry to take out crisis suits, and the heavier stuff like tanks against the infantry. Tanks dont have alot to worry if they get charged by tau infantry, unlike if it was someone else, its the broadside suits ive found are the killers.
 

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I can't see berserkers getting into JSJ Tau ever. Maybe with lash to help.

Defilers can be dangerous to Tau if they get off a good battlecannon shot. They are very fragile though in an environment with railguns and mass missile pods.
 

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Discussion Starter · #9 ·
Ive never fought against beserkers or defilers but i find thats what normally chews me up. its kinda 2 different armies focusing on 2 different units (t'au shooting works best when concentrated)
 

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The tau are frail. As the orks would say they break easy. Up close and personal they are no match for much of anything. Its the getting there thats the trouble without getting full of holes.

I've not used my Sisters on tau as of yet but i used my chaos and i can tell you, defilers do OK, nothing to write home about but they can mash a squad of fire warriors per turn and thats good. I find my independent characters did the best out of my army. They marched up the field with units in tow and the troops take the hit but the lord and scorcerer make it to combat and pretty much crushed whatever they touched.

With my sisters i'd probably charge the field in transports. Deep strike my assassin amidst whatever squad i dont like the most and tie them up/kill them to help my advance. Use orbital strike to mush any tau utalising cover. If my excorcist is still alive its lots of missiles into vehicles and leave the crisis suits alone till i've whittle down the warriors. Their invun save annoys me.
 

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Discussion Starter · #12 ·
this thread is now permanantely stuck in my memory till next friday
lol u should already know that about T'au

crisis suits arent invulnerable. just normal 3+
 

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I'll use snipers to cause pinning on them, my Fury of the Ancients as said before as well as Fear of Darkness, Bikes to rush them JSJ suits, as well as attack bikes to mow down FW squads. My assualt squads can keep them suits on the move and potentially deny them simple JSJ tactics makeing them work very hard to avoid combat. Devastator squads can be devastating to the JSJ tactic as well as its nearly impossible to jump out of range of 48 and 60 inches. In general I avoid taking vehicles around Tau other than drop pods. Dropping behind their lines near a static defense point disrupts them.

On the other hand Tau were my first army. I learned alot about using them and trying very hard to make every thing work together. First thing I learned was FW are good but against 3+ AS armies they dont have enough firepower in a single squad to cause enough casualties. So for every squad I had of FWs I brought a second one. Two squads worth of Str 5 firepower can slow a lot of armies down. But I usually had a total of FOUR FW squads working in tandem. One or two squads would move while the other two would provide covering fire. Devilfish are the ulitmate backup support as well. Nothing beats having a troop transport with enough fire power to drop your oppponents transports and light scout vehicles. Kroot are nothing more than an annoyance... well placed Kroot on the other hand can be like area terrain denial.. but people rarely let you put "Woods" on a board if they know your bringing Kroot. For the most part there are better tactics without Kroot but they do have their place... just not in my armies. Hammerheads are great.. give them the upgrade that allows them to shoot as a fast vehicle and you can annoy any ones armor with the best of them.. with the ION cannon you become a marine killer from hell. Broadsides are good but only in numbers and best served with shield drones to absorb long range armor piercing firepower. Stealthsuits work great in tandem with Crisis suits. I usually field mine right in front of my crisis suits. Most people have a hard time picking which they want to shoot at.. they usually end up choosing the stealth suits as they are closer and then their forced to roll to try and see them.

Key ideas with Tau... stay mobile.. have a backup for every squad on the board.. and always count on your armies weakness... its the biggest weakness in the entire 40K universe.
 

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Tau have the close-combat skill of an empty can unless they have Farsight.
One army good against Tau is, therefore, close combat.
 

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Tau have the close-combat skill of an empty can unless they have Farsight.
One army good against Tau is, therefore, close combat.
Neat, I have around 5k of Black Legion geared for CC. Just gotta find a way to get close before getting shot fulla holes. Deep Striking Termies and Oblits?
 

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Hehehe, go ahead, deep strike in front of my Tau. Do it, go on, do it!! :so_happy:
 

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i'm building a 2000 pt blood angels army, and I haven't heard much in the way of how to use them to beat tau. Since we're assault oriented, I assume we just overwhelm them with lotsa assault rines?
 

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How to beat Tau

Close combat will beat Tau everytime, believe me I know. I've been playing Tau for a few years now. They were my first, and still favorite army. Little dudes with reallly big guns.

I use basic crisis suits with twin linked weapons, shield drones, team leader for leadership, bonding knife, and shield drone needs. Save the shield generator for your Shas'O as you need to keep points down in order to take specialized crisis teams ( usually 2 per team) Fusion blasters and plasma rifles are great MEQ and HQ killers. Burst cannon for lighter guys such as guard and gaunts. Keep a unit of gun drones in front of them for forcing target priority tests, pinning tests, and blocking close combat (a must). Keep the suits moving and in cover if possible. Use the assault move to back away from anything heavy and remember to shoot at something until it is dead. Even a SM scout left standing can ruin your day.
 

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Tau weaknesses are melee (as said), morale, and they also have trouble with terminators. The only thing in the tau arsenal that's good at killing termies is plasma rifles (fusion blasters kind of suck and are short ranged while railguns are almost too expensive to waste shooting terminators). Mass fire isn't efficient enough against large terminator squads.

Deep striking units whether it be with drop pod or whatever will mess with tau a great deal, especially if they're terminators, there are a lot of them, there are ind. characters attached, and there are multiple squads. With my tau I can take down an entire big retinue of terminators but I usually don't manage to get the character attached to them. That character then rapes a big hole in my line.
 

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what about in smaller games like 1000 and 750 pts games i mean not gonna see that much heavy support and things like chaos dreds with there "going nuts" can get f you up ( i would know -_-)
 
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