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Post by -∞∞- on Jun 10, 2009 13:06:17 GMT -5
Hello, everyone. I have a friend who plays Tau, and I'd really like to beat him one of these days. That said, I was wondering if anyone had effective tactics against the following: -Stealth Suits -Gun Drones -Battlesuits He doesn't use many tanks or kroot, so those shouldn't be a problem, it's just destroying all those darn drones and countering a deep strike with stealth suits that I'm concerned about. Plus, those hit-and-run suits get very annoying.
Thanks.
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Post by RedsandRoyals on Jun 10, 2009 13:42:47 GMT -5
The evilest thing you could do is take Creed, and a Banewolf with a hull flamer. Flank his suits, hose down the drones with the Hull Flamer, then smack his suits with the Chemical Cannon. Remember, use volume of fire to clear the drones off, then hit him with Plasma or Meltas. Penal Troops are also good for getting in next to him (as you saw this past Sunday). An Executioner is also a good idea.
As for the Stealth Suits, take a Fleet Officer, and have a PCS or Stormie Squad in reserve, ready to pop onto the table and torch or rapid fire him to death.
Reds
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Post by darienfaust on Jun 10, 2009 20:12:14 GMT -5
out of curiosity, how would a valk/vend do against a tau gunline? i haven't seen any in action, as i have so far only seen two, one owned by the local game shop owner (and found behind a glass display on the wall), and the other just finished his game when i got there.
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Post by The Envoy (AWOL) on Jun 10, 2009 20:17:26 GMT -5
It depends. Under the new rule set, true Tau gunlines are starting to fade out due to the fact they cannot counter things like outflankers quickly enough before the damage is done.
If you ask my opinion on the subject, I would rather use a Valk over a Vendetta for anti-infantry purposes, as you can use it to devastate entire squads with its rocket pods, and bring in a squad of stormtroopers or Vets who can handle clean up.
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Deleted
Deleted Member
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Post by Deleted on Jun 11, 2009 8:20:09 GMT -5
I play against Tau players about 1/3 of the games I play, and almost every time, some stealth suits drop in on me. Best thing you can do is prepare yourself for what you know is coming. Have a plan set up so when something comes into play, you can counter it. They have yet to survive to their next turn.
Gundrones just need a lot of lasgun fire.
Battlesuits, I've always found assaulting them to be worth it. They aren't fantastic in melee, and if you can't kill them, you can at least keep them tied up so they can't use their weapons against you.
The best thing you can do as a whole against anything deep striking is control where he can go. If you limit him to his choices through maneuvering your troops or vehicles, you can force him to face as many guns as possible. If he chooses a dangerous spot to drop his guys in, they might get killed just dropping in.
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Post by The Envoy (AWOL) on Jun 11, 2009 10:14:38 GMT -5
Battlesuits, I've always found assaulting them to be worth it. They aren't fantastic in melee, and if you can't kill them, you can at least keep them tied up so they can't use their weapons against you. Ever try to take down a Crisis Suit with a Shield Generator and Stimulant Injectior? I used a unit like that to tie up an entire Gaunt brood for most of the game, and even succeeded in beating them in CC. He needed to assault me with a Genestealer Brood to take him down. Assaulting Crisis Teams sometimes is not the best idea. Because even though you're hitting them on 3's, they're still MEQ's, meaning you're wounding on 5's, and they're all two wound models, not counting any drones in the unit. Plus, you need to remember, every squad you toss into melee with a Battlesuit team, is one less squad you have to shoot at something else that could end up threatening your lines more than the suits. I personally advocate use of the Banewolf or even some Krak Missiles on them, as they can easily burn off wounds (or in the case of missiles Instant Kill any suit), making them more susceptible to some concentrated fire from your line squads.
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Post by Ymmot (M.I.A) on Jun 11, 2009 10:24:15 GMT -5
burn up the drones with volumes of fire then crack the suits open with krak missiles...
even with the shield, its only a 50/50 chance of saving them
and I always bring plenty of missile launchers.
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Post by The Envoy (AWOL) on Jun 11, 2009 12:57:46 GMT -5
That's also where the Banewolf with Heavy Flamer comes in handy. The Flamer will very likely burn off the drones (as it wounds on 2's and ignored the basic gun drones armor save) and could possibly put a wound on the suits themselves. Then the Chem Cannon can fire, and play clean-up.
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Post by darienfaust on Jun 12, 2009 6:49:22 GMT -5
so i guess this is one instance that ML's become useful.
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Post by -∞∞- on Jun 12, 2009 14:29:14 GMT -5
I, for one, love Missile Launchers. I always have a couple, no matter what I'm up against.
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GuardsmanPatch
Captain
They took away my Bolter, and gave me a flashlight!
Posts: 212
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Post by GuardsmanPatch on Jun 25, 2009 5:33:07 GMT -5
I call them Bazookas...
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Post by Count Fenring on Jul 1, 2009 0:42:49 GMT -5
As a long time Tau player, I would be very wary of using too many thin skinned vehicles against Tau. I can't really recall many games where I did not pop all av12 and below by turn 1 or 2 with good markerlight utilization.
Actually it is Leman Russes I have always had trouble against. If the opponent takes out/nullifies my rail guns, pie plates are a losing proposition for Tau.
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Post by Hetfiltrator on Jul 3, 2009 0:28:00 GMT -5
Battlesuits, I've always found assaulting them to be worth it. They aren't fantastic in melee, and if you can't kill them, you can at least keep them tied up so they can't use their weapons against you. Ever try to take down a Crisis Suit with a Shield Generator and Stimulant Injectior? I used a unit like that to tie up an entire Gaunt brood for most of the game, and even succeeded in beating them in CC. He needed to assault me with a Genestealer Brood to take him down. Assaulting Crisis Teams sometimes is not the best idea. Because even though you're hitting them on 3's, they're still MEQ's, meaning you're wounding on 5's, and they're all two wound models, not counting any drones in the unit. Plus, you need to remember, every squad you toss into melee with a Battlesuit team, is one less squad you have to shoot at something else that could end up threatening your lines more than the suits. I personally advocate use of the Banewolf or even some Krak Missiles on them, as they can easily burn off wounds (or in the case of missiles Instant Kill any suit), making them more susceptible to some concentrated fire from your line squads. yes I have and i butchered it with a lone sergeant with a power fist 3 attacks rolled 3 6s to hit triple threes to wound and he rolled mutant snake eyes
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Post by Hetfiltrator on Jul 3, 2009 0:29:08 GMT -5
I, for one, love Missile Launchers. I always have a couple, no matter what I'm up against. no man you gotta cal them Myssile launcher or they'll miss
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Post by Rolling Thunder on Jul 3, 2009 14:18:09 GMT -5
Or just a rocket launcher.
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Post by Gen. Slade on Jul 6, 2009 20:00:53 GMT -5
Or, KABOOMY GUN!!!!
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Post by blackarmchair on Jul 16, 2009 1:21:30 GMT -5
Or Betsy
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Post by darienfaust on Jul 16, 2009 2:49:39 GMT -5
KABOOMY? are we getting TSOALR in here. not that i'm complaining.
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Post by Ignatius on Jul 24, 2009 22:19:51 GMT -5
hmm...I'm not sure why I didn't find this sooner.
2 things.
1) Hetlan, why are you using an example that is the exception and not the rule (your little seargent there) I'm confident that if you replayed that close combat multiple times then the outcome will be different. And double post?
2) The only problem for me against tau is the damned disruption pods. It sometimes takes me 3-4 turns to take out the hammerheads (unless my outflankers get there sooner) These stupid things make tau so rediculously broken and cheep to play it's not even fun.
Think about it. Tau get a 4+ cover save even if they move if it is shot at from more than 12" away. for only 5 (or was it 10) points. Wow. We get a +1 to cover save if we dont move for a full turn for 15 points. Not fair.
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Post by darienfaust on Jul 24, 2009 23:00:13 GMT -5
Ignatiusyou could always try getting a vendetta, move it flat out for the 4+ cover save, then next turn get within that 12" range where the disruption pods don't have an effect. the TL lascannons should help it out.
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