48973
Post by: AtoMaki
sudojoe wrote:Dropping terminators and drop pods can be countered by a lot of bubble wrap... the bubble wrap can be countered by things like thunderfire cannons/whirlwinds.... the lists that have a lot of bubble wrap will have a lot less big scary guns.
Wrong. An 1500 points Tau army can have an Ethereal, 3 TLFB/Stim/ EWO Riptides, 4x10 FWs, 3x7 PFs and a Sky Ray (and the compulsory ADL). And here you go, you have the Fire Warrior Castle, you have the big guns, you have good AA, and it is still 1500 points.
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Post by: BoomWolf
That's what you call "alot of guns" though?
3 riptides is nice and all, but its only 3 serious guns.
That list got no long-range heavy AT, and most of the units in it will die to a single turn of properly set bombardment. the "castle" looses most of its power outside the 30" mark, so just keep out of it and blow it apart.
Seriously, a whirlwind wound cause so much damage there it will pay it's cost in a turn. so would a thunderfire.
Do not blame the tau codex because you refuse to take the units who are good against their tactics. if you don't take blast weapons, why WOULDN'T they castle up?
Its a freaking built-in counter mechanic, that's the whole reason WHY you take blasts.
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Post by: AtoMaki
In 1500 points? We are talking about either 9 S7 AP2 shots (mostly with BS5) or 3 S8 Ap2 Large Blasts (mostly ignoring cover) for crying out loud! Within the 15" range band, you can unleash 120 (!!!) S5 AP5 shots with BS5 and maybe even with Ignores Cover. Hell, if you are in a dire need of long-range firepower, then you have 6 S8 AP3 missiles too. What else do you need?
And Thduerfire Cannons are pretty bad against FW Castles. You ignore their 4+ cover, but they get their 4+ armor save... Doh! Whirlwidnsa re better, but then you have this problem with Riptides picking them apart and with those guys, you are not really in the TAAC corner, while the Tau player is (so you are playing Tauhammer all over again).
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Post by: Boggy Man
I'll be honest, it's just not that fun to play against a Tau army, and really I can't see how it would be fun to play as one. Most armies have a bit of finesse to them, you have to balance between scoring, anti tank, anti air, mass killing power, ect. Then based on the opposing army, terrain, scenario you have to adjust your strategy. Some armies (SOB, Orkz) are crippled in more than one of these regards and it can lead to unbalanced matchups.
Tau have one strategy; sit here and shoot all the things. I don't hate Tau but I'm not interested in them anymore than gunline Crons. It just leads to a dull game imo.
63064
Post by: BoomWolf
Boggy Man-Once again, blaming an entire army due to the fact ONE of the strategies they can use is not "fun to play" (enlighten me how a group of paladins who just walks up to you and does not lose a single model when your entire army shoots at them is any more fun?)
AtoMaki-That's not THAT much. it good, but not absurd. except the riptides they all carry just BASIC guns.
Yes, its quite good guns for basic ones (maybe even the best "basic" gun, you just neglect the fact the guys who carry the guns have GUARDSMEN stats, not marine ones. and these squads do not have special weapons scattered around, its just a blob of basic fire screen.
Also, the requirements to "unleash 120 (!!!) S5 AP5 shots with BS5 and maybe even with Ignores Cover." are absurd and should never happen. if you close 15" into the fortress without softening it up first (hint-shoot the pathfinders, they are the easiest unit in the game to remove compared to cost), then the mistake is yours.
Its like saying that a guardsmen blob can shoot 300 lasgun shots. sure, on PAPER. but it will never happen.
General note:
People keep lying about Tau abilities to comfort themselves about their own mistakes, and lying to themselves.
Tau do not "easily remove all cover", they can do it only from within 36" of a fragile, static unit. that CAN and SHOULD be killed early on. these units got no meaningful defense. or a unit that is mobile and not squishy as a conscript, but expensive and BS2.(with the "mark'o" unit aside, who is himself a massive point sink as he is a total overkill. (you never need 8-10 marks on the same target, sure that unit is DEAD, but any other unit is unharmed and you just invested ~250 points into a single marker unit.)
They do NOT shoot "120 (!!!) S5 AP5 shots with BS5 and maybe even with Ignores Cover." unless you walked right into 15" of no less then 40 different infantry models, who's units are all in turn 6" from a single fragile buffer, AND got hit by no less then 4 markerlights PER SQUAD. if he even HAS that many markerlights, he should not have the guns to make use of them.
Giving the list AtoMaki gave for example, he will net, on average, 12 marker hits, if his marker units are UNHARMED. that is 3 units shooting at BS5 with cover ignoring effect, pick-riptides or warriors?
The number will be reduced to 2-3 marker hits per turn at the end of turn 2, if the opponent knows what he is doing and brought any list that is not idiotic and lacks any range guns. there is no way to buff pathfinders survivability without rending them unable to shoot. (the other path, drones, will mean you wont lose markers as fast, but will have with far fewer excepted hits from the beginning)
Also, assuming the "compulsory ADL" includes a quad gun, that list is already a bit over 1500, even if all the squads are bare-bones and don't even get a team leader, meaning that once a single T3 no save model dies, the foot army falls to Ld7 with no redeeming traits. that guy also happens to give a free victory point. also the skyray got zero upgrades, and
Still can't handle the castle? great. just avoid it then. how is it different from a deathstar?
Sit outside of 30" and shoot the long ranged guns you got (you got some, right? if not, your freaking fault.) until you soften them up enough that you do. except the riptides nothing can even shoot you without leaving the castle, and once they do-blow them apart.
If you keep running blindly into the meat grinder, you WILL die. just blow it up from a distance FFS.
They have a castle? nice. now FORCE them to move out of it.
If you just allow the tau player to do whatever he wants OF COURSE he will just camp there and shoot you, because its SMART. once you make camping NOT smart, he will stop camping.
You complain that tau force you out of your comfort zone. you know what? I am sick of people who DONT knock me off mine. who wants a boring game where I can just sit there and shoot and you do nothing except walking right into my killzone like an idiot? I want a challenge, not a timewasher.
You know what stops me from castling? people who bring things I can't just grind down while standing still (long range bombardment, tanks who are tough from front by weak from back, hordes too big to mow down, outflankers, infiltrators, scout moves, TACTICS).
You know what I do then? I start jumping suits across the field and try to brake his forces in multiple smaller skirmishes, outflank and deepstrike to hit rear armor, shuffle my firewarriors around to get better positions, make my own infiltration to secure front beachheads to delay enemy advancement, heck I even charge at times.
You know what happens? we both have fun. because we PLAY.
Stop expecting the tau to hold the fun up while you are doing nothing of interest yourself.
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Post by: Wolfnid420
BoomWolf wrote:
General note:
People keep lying about Tau abilities to comfort themselves about their own mistakes, and lying to themselves.
Tau do not "easily remove all cover", they can do it only from within 36" of a fragile, static unit. that CAN and SHOULD be killed early on. these units got no meaningful defense. or a unit that is mobile and not squishy as a conscript, but expensive and BS2.(with the "mark'o" unit aside, who is himself a massive point sink as he is a total overkill. (you never need 8-10 marks on the same target, sure that unit is DEAD, but any other unit is unharmed and you just invested ~250 points into a single marker unit.)
They do NOT shoot "120 (!!!) S5 AP5 shots with BS5 and maybe even with Ignores Cover." unless you walked right into 15" of no less then 40 different infantry models, who's units are all in turn 6" from a single fragile buffer, AND got hit by no less then 4 markerlights PER SQUAD. if he even HAS that many markerlights, he should not have the guns to make use of them.
Giving the list AtoMaki gave for example, he will net, on average, 12 marker hits, if his marker units are UNHARMED. that is 3 units shooting at BS5 with cover ignoring effect, pick-riptides or warriors?
The number will be reduced to 2-3 marker hits per turn at the end of turn 2, if the opponent knows what he is doing and brought any list that is not idiotic and lacks any range guns. there is no way to buff pathfinders survivability without rending them unable to shoot. (the other path, drones, will mean you wont lose markers as fast, but will have with far fewer excepted hits from the beginning)
Also, assuming the "compulsory ADL" includes a quad gun, that list is already a bit over 1500, even if all the squads are bare-bones and don't even get a team leader, meaning that once a single T3 no save model dies, the foot army falls to Ld7 with no redeeming traits. that guy also happens to give a free victory point. also the skyray got zero upgrades, and
Still can't handle the castle? great. just avoid it then. how is it different from a deathstar?
Sit outside of 30" and shoot the long ranged guns you got (you got some, right? if not, your freaking fault.) until you soften them up enough that you do. except the riptides nothing can even shoot you without leaving the castle, and once they do-blow them apart.
If you keep running blindly into the meat grinder, you WILL die. just blow it up from a distance FFS.
They have a castle? nice. now FORCE them to move out of it.
If you just allow the tau player to do whatever he wants OF COURSE he will just camp there and shoot you, because its SMART. once you make camping NOT smart, he will stop camping.
You complain that tau force you out of your comfort zone. you know what? I am sick of people who DONT knock me off mine. who wants a boring game where I can just sit there and shoot and you do nothing except walking right into my killzone like an idiot? I want a challenge, not a timewasher.
You know what stops me from castling? people who bring things I can't just grind down while standing still (long range bombardment, tanks who are tough from front by weak from back, hordes too big to mow down, outflankers, infiltrators, scout moves, TACTICS).
You know what I do then? I start jumping suits across the field and try to brake his forces in multiple smaller skirmishes, outflank and deepstrike to hit rear armor, shuffle my firewarriors around to get better positions, make my own infiltration to secure front beachheads to delay enemy advancement, heck I even charge at times.
You know what happens? we both have fun. because we PLAY.
Stop expecting the tau to hold the fun up while you are doing nothing of interest yourself.
Exalted!!
64580
Post by: Boggy Man
BoomWolf wrote:Boggy Man-Once again, blaming an entire army due to the fact ONE of the strategies they can use is not "fun to play" (enlighten me how a group of paladins who just walks up to you and does not lose a single model when your entire army shoots at them is any more fun?)
It's not, your argument is fallacious. If you have to compare Tau to Ward-level cheese lists to be favorable, ...well you're being much harder on them than I am. Why do you hate the Tau so much!1!
Seriously though, you've got me curious, since stand and shoot is just one Tau strategy, what would you say are the other ways of playing them? (Builds I mean, not just different ways of positioning once the game starts to turn.)
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Post by: Ironwill13791
Boggy Man wrote: BoomWolf wrote:Boggy Man-Once again, blaming an entire army due to the fact ONE of the strategies they can use is not "fun to play" (enlighten me how a group of paladins who just walks up to you and does not lose a single model when your entire army shoots at them is any more fun?)
It's not, your argument is fallacious. If you have to compare Tau to Ward-level cheese lists to be favorable, ...well you're being much harder on them than I am. Why do you hate the Tau so much!1!
Seriously though, you've got me curious, since stand and shoot is just one Tau strategy, what would you say are the other ways of playing them? (Builds I mean, not just different ways of positioning once the game starts to turn.)
Run and gun. If the player is interested, the tau can have a very mobile army (they do have AV 12 skimmer transports, and mechs that JSJ). It just requires more finesse and strategy to pull off successfully.
I personally think tau are fun; they are like a puzzle that is waiting to be figured out. It's exciting, and frustrating. But if there wasn't a higher wall to scale then the thrill would be over and the game not fun.
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Post by: Desubot
Boggy Man wrote:
Seriously though, you've got me curious, since stand and shoot is just one Tau strategy, what would you say are the other ways of playing them? (Builds I mean, not just different ways of positioning once the game starts to turn.)
We do have the tools for great back field harassment in the sense that we can outflank deep strike or infiltrate alot of our units. being able to outflank kroot relatively accurate into backfield and force your opponent to back track for the objective is priceless.
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Post by: Boggy Man
Ironwill13791 wrote: Boggy Man wrote: BoomWolf wrote:Boggy Man-Once again, blaming an entire army due to the fact ONE of the strategies they can use is not "fun to play" (enlighten me how a group of paladins who just walks up to you and does not lose a single model when your entire army shoots at them is any more fun?)
It's not, your argument is fallacious. If you have to compare Tau to Ward-level cheese lists to be favorable, ...well you're being much harder on them than I am. Why do you hate the Tau so much!1!
Seriously though, you've got me curious, since stand and shoot is just one Tau strategy, what would you say are the other ways of playing them? (Builds I mean, not just different ways of positioning once the game starts to turn.)
Run and gun. If the player is interested, the tau can have a very mobile army (they do have AV 12 skimmer transports, and mechs that JSJ). It just requires more finesse and strategy to pull off successfully.
I personally think tau are fun; they are like a puzzle that is waiting to be figured out. It's exciting, and frustrating. But if there wasn't a higher wall to scale then the thrill would be over and the game not fun. 
Well it's definitely something different. Still shooty but what isn't in 6th? I'll let you correct me on that Will. (Protip; It helps thatyour post isn't a massive wall of anger caused by me saying something innocuous and subjective.)
Desubot wrote:
We do have the tools for great back field harassment in the sense that we can outflank deep strike or infiltrate alot of our units. being able to outflank kroot relatively accurate into backfield and force your opponent to back track for the objective is priceless.
More people should definitely play Kroot. I guess I have a problem with the way most people play Tau rather than the team itself.
I'd love to counter them with my outflanking and deepstriking Ork units like....
(Ah hell, if Ward writes the codex we'll probably have BS4 AP2 slugga boys and everyone will start giving us the same crap.)
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Post by: BoomWolf
Fish of Fury is less comon these days, but sure is fun (a bunch of devilfished surfing around, waiting to deploy around a victim and blast him to pieces.) and is a lovely work in a mech army.
A triple-hammerhead army with three-four devilfish loaded with warriors, sometimes backed by a few suits for the heavy guns.
JSJ based army, with suits and drones taking the primary focus. often have three full crisis teams, crisis commander, etc...
(if only we had JSJ toops like eldar got, it could be a full army. on an amusing note, people somehow forget about the troop eldar jetbikes, yet manage to complain about tau JSJ, WHILE playing with jetbikes, color me confused.)
The farsight bomb army (not my favorite, but its there)
"Board control", featuring lots of kroot, weapon pathfinders and stealth teams (and usually shadowsun, darkstrider or both) to present too many mobile threats who infiltrate, outflank and deepstrike to make it too hard to chose a target, as the center of action changes every turn.
And naturally, you got hybrids who just throw a little bit of both at you (I run a bit mech, a bit JSJ and a bit board control, for example. the two broadsides will be routed out once another hammerhead will be finished.)
Lots of options, gunline is just the easy answer, because many players from some reason refuse to play correctly to make it not work, or take the proper answers to it.
As for orks, they are poor fellows who need an update. but I dont know too much as I only got to play against them once, and it was a rather new player so it was kina small game, and he made alot of mistakes (like keeping a large group of boys at home objective outside of cover, with a railgun hammerhead on my side just blowing them up turn after turn.)
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Post by: davou
Boggy Man wrote:
Seriously though, you've got me curious, since stand and shoot is just one Tau strategy, what would you say are the other ways of playing them? (Builds I mean, not just different ways of positioning once the game starts to turn.)
Piranha spam is very effective and fast moving, since model in the unit comes with 2 passangers that can disembark and then JSJ around the table.
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Post by: AlmightyWalrus
BoomWolf wrote:
You know what stops me from castling? people who bring things I can't just grind down while standing still (long range bombardment, tanks who are tough from front by weak from back, hordes too big to mow down, outflankers, infiltrators, scout moves, TACTICS).
So first you say that one should weaken the Tau castle before venturing within 15", then you recomend outflanking and infiltrating. Que?
Also, for the record, unless you're playing as Imperial Guard, what TAC list stands a reasonable chance of outshooting 3 Riptides at >30" range at 1500 points? What if you're playing an army that can't match the Tau shooting but has no good way of getting in close (Templars, Blood Angels, arguably Dark Eldar, Orks)? How do you deal with Tau without creating a gimmick list that falls apart against other Codices?
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Post by: davou
AlmightyWalrus wrote: BoomWolf wrote:
You know what stops me from castling? people who bring things I can't just grind down while standing still (long range bombardment, tanks who are tough from front by weak from back, hordes too big to mow down, outflankers, infiltrators, scout moves, TACTICS).
So first you say that one should weaken the Tau castle before venturing within 15", then you recomend outflanking and infiltrating. Que?
Also, for the record, unless you're playing as Imperial Guard, what TAC list stands a reasonable chance of outshooting 3 Riptides at >30" range at 1500 points? What if you're playing an army that can't match the Tau shooting but has no good way of getting in close (Templars, Blood Angels, arguably Dark Eldar, Orks)? How do you deal with Tau without creating a gimmick list that falls apart against other Codices?
Why does the game have to be free of bad matchups? Im sure an update to BT, BA, DE and Orks will help them perform against tau, but theres nothignwrong with some dexes being a hard counter to others... DE has been a ard counter for Tyranids forever, and thats fine.
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Post by: AlmightyWalrus
davou wrote: AlmightyWalrus wrote: BoomWolf wrote:
You know what stops me from castling? people who bring things I can't just grind down while standing still (long range bombardment, tanks who are tough from front by weak from back, hordes too big to mow down, outflankers, infiltrators, scout moves, TACTICS).
So first you say that one should weaken the Tau castle before venturing within 15", then you recomend outflanking and infiltrating. Que?
Also, for the record, unless you're playing as Imperial Guard, what TAC list stands a reasonable chance of outshooting 3 Riptides at >30" range at 1500 points? What if you're playing an army that can't match the Tau shooting but has no good way of getting in close (Templars, Blood Angels, arguably Dark Eldar, Orks)? How do you deal with Tau without creating a gimmick list that falls apart against other Codices?
Why does the game have to be free of bad matchups? Im sure an update to BT, BA, DE and Orks will help them perform against tau, but theres nothignwrong with some dexes being a hard counter to others... DE has been a ard counter for Tyranids forever, and thats fine.
There's a difference between "bad matchup" and "completely shuts down 25% of the Codices in the game and gives the remaining 75% a really hard time". I'll say it again; Tau are the Space Wolves of 6th edition. You either build your list to focus on dealing with Tau or you lose. Not every Codex can do this and remain TAC.
EDIT: Further, I'd argue that there shouldn't be counters of the level of DE vs. 'Nids or GK vs. Daemons in the first place. I want to play the game and win because I outplay my opponent, not because I play an army that more or less automatically counters my enemy. On the same note, I'm fine with losing, but not without having a fighting chance.
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Post by: Naw
Tau also scales to any point level, where e.g. my BA do not. I haf excellent (and even) games against Tau in 5th edition. Now with 6th I cannot compete against the same models with my own, without investing a lot of cash to new models.
Let's see how Codex SM turns out. Maybe I will start using some new chapter with those rules instead.
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Post by: BoomWolf
AlmightyWalrus wrote: BoomWolf wrote:
You know what stops me from castling? people who bring things I can't just grind down while standing still (long range bombardment, tanks who are tough from front by weak from back, hordes too big to mow down, outflankers, infiltrators, scout moves, TACTICS).
So first you say that one should weaken the Tau castle before venturing within 15", then you recomend outflanking and infiltrating. Que?
Also, for the record, unless you're playing as Imperial Guard, what TAC list stands a reasonable chance of outshooting 3 Riptides at >30" range at 1500 points? What if you're playing an army that can't match the Tau shooting but has no good way of getting in close (Templars, Blood Angels, arguably Dark Eldar, Orks)? How do you deal with Tau without creating a gimmick list that falls apart against other Codices?
Well, I don't expect you to do EVERYTHING at once, I just listed options. and infiltrating and outflanking can be used to get into places NOT near the castle as well, people really underestimate the potential of these maneuvers.
And "what TAC list stands a reasonable chance of outshooting 3 Riptides at >30" range at 1500 points?"......
You are joking?!
Outside of markerlight influence, 3 riptides have nearly NO firepower from what a list can bring, can hardly hurt an AV 13, AV14 requires sheer luck, shoot at BS3, and cant aim at jets worth nothing.
If your list cant outperform THAT shooting in range, its not TAC from the firstplace! because ANY gunline will pummel you to the ground.
If we look at the non-blast profile, its a total of 9 shots, of them 4.5 hits, and then 3.75 wounds.
3.75 infantry models killed per turn, if they have no invul and no cover. AMAZING.
Sure blasts CAN hit more, but they can also get hot, and can scatter completely off, and you still got cover and invul. 3 large blasts per turn, no matter how powerful each individual blast is, should NOT be a major threat. as you can just spread thin, and get into cover, negating threat.
And the best part? you are not even AIMING at the riptides at turn, you don't need to beat their own defense. you aim at the bulk of the force, the warrior and pathfinders, and once they are thinned out (after 2-3 turns of bombardment) you move in your forces to sweet down the remains, and get the up-close weapons that can take down the riptides to deal with them. so you need spray guns, things that throw alot of dice (or return blasts, the castle is the issue, if they spread thin the castle is already broken)
Also, Naw, I don't know what army you are running, but you seem to forget BA in itself in an outperformed codex, in his own specialties, by newer marine codices. (not to mention how far behind is he on things NOT his specialties), but it still got answers to a castle, and if you don't take them-its YOUR problem. I see no reason why land raiders, whirlwinds, and predators cant be an asset in general, especially when they are a fast tank.
You think the Tau players DIDNT need to brush up new models after the new codex? the average tau player only owned minimum troops, and spammed broadsides, now they spam troops and the broadsides sit outside.
The game changed, your army needs to change. you can't play the same old list and expect it to work just the same against patched opponent, especially when they were "excellent (and even) games" against what was considered a FAILURE of a codex, and one that does not work, over half of it too weak to see even casual games, and some of it actually HARMFUL to the tau itself. the list of "viable" units for a serious game was crisis HQ, crisis suits in elites and broadsides. (and 5th edition crisis suits/commanders were alot less impressive, and tend to cost more to do the same.) then you took some troops because you HAD to. (after 6th edition the rapid fire change made fire warriors promote from "point sink" into "sub-par") and if you go with forgeworld, after the online PDF (still with the 5th edition codex), you had tetras and plasma hammerheads join the list of actually good units.
You had even games against a codex with 2 viable models, and 2 more with forgeworld support. (and none of them troops, something that is a must) your army needs work, not the tau.
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Post by: AlmightyWalrus
BoomWolf wrote:
You had even games against a codex with 2 viable models, and 2 more with forgeworld support. (and none of them troops, something that is a must) your army needs work, not the tau.
I've not played against the old Tau Codex, you must be thinking of someone else.
I'd imagine that it'd be pretty even, though, seeing as my main army is Black Templars. So please, can we stuff it with the politer versions of "lol l2p"? A BT army shouldn't ever be able to outshoot a properly built Tau list, and I'd be willing to bet that neither would a BA or Vanilla list. You're severely overestimating the amount of >30" range shooting a Marine TAC list puts out.
As for outshooting the Tau castle, it really isn't going to work because if you stand off and try to weaken the Troops for 3 turns they're going to G2G behind an Aegis for a 2+ cover. If you close in earlier you get shot repeatedly. The three Riptides are going to kill TFCs or Whirlwinds first, because those are the actual threats. Heavy mech would probably work better against the Tau, but then you run into the issue of losing against everyone else because you brought vehicles.
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Post by: AtoMaki
BoomWolf wrote:
If you keep running blindly into the meat grinder, you WILL die. just blow it up from a distance FFS.
....
You complain that tau force you out of your comfort zone. you know what? I am sick of people who DONT knock me off mine. who wants a boring game where I can just sit there and shoot and you do nothing except walking right into my killzone like an idiot? I want a challenge, not a timewasher.
Sooooo.... Your advice is "Play IG gunline!"... Great, I'll tell this to my CSM/CD/Ork/ SM buddies too, I'm pretty sure that it will cheer them up  !
Otherwise, I must agree with you. "Overgunlineing" a Tau is the best strategy you can employ against the bluefaces. Just build up your own castle from immobile artillery pieces and stationary heavy weapon spam platforms, back it up with lots of expandable bodies, and you will be fine. Stay in one corner of the table, out of the 36" threat range of the Castle, and blast them into pieces from your comfortable little fortress. And the best thing is, this setup will work perfectly against other Tau armies just as fine.
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Post by: AlmightyWalrus
AtoMaki wrote: BoomWolf wrote:
If you keep running blindly into the meat grinder, you WILL die. just blow it up from a distance FFS.
....
You complain that tau force you out of your comfort zone. you know what? I am sick of people who DONT knock me off mine. who wants a boring game where I can just sit there and shoot and you do nothing except walking right into my killzone like an idiot? I want a challenge, not a timewasher.
Sooooo.... Your advice is "Play IG gunline!"... Great, I'll tell this to my CSM/CD/Ork/ SM buddies too, I'm pretty sure that it will cheer them up  !
Otherwise, I must agree with you. "Overgunlineing" a Tau is the best strategy you can employ against the bluefaces. Just build up your own castle from immobile artillery pieces and stationary heavy weapon spam platforms, back it up with lots of expandable bodies, and you will be fine. Stay in one corner of the table, out of the 36" threat range of the Castle, and blast them into pieces from your comfortable little fortress. And the best thing is, this setup will work perfectly against other Tau armies just as fine.
Which, of course, relies on being able to take lots and lots of guns with a better than 36" range that are good at killing stuff with 2+ cover saves, so BA, BT, Vanilla, Dark Angels, Tyranids, Sisters of Battle, Orks and Dark Eldar are all gak outta luck on that part (I didn't include 6th edition Codices that have an obvious other way to combat Tau). If you're playing GK, SW or Imperial Guard you can do it and if you're playing Necrons you're playing Necrons, but fully half the armies in the game are hard-pressed to deal with Tau. 'Nids probably do fine between Ymgarls and Biomancy MCs, but still.
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Post by: conker249
So far just about every match up against Tau with my sisters ends up being "run to your death" Dominions get interecepted when outflanking, Seraphim get the same fate when DS. My exorcist sometimes survive more than 3 turns. Not fun when you have one unit with 48" range,
57651
Post by: davou
AlmightyWalrus wrote:
There's a difference between "bad matchup" and "completely shuts down 25% of the Codices in the game and gives the remaining 75% a really hard time". I'll say it again; Tau are the Space Wolves of 6th edition. You either build your list to focus on dealing with Tau or you lose. Not every Codex can do this and remain TAC.
EDIT: Further, I'd argue that there shouldn't be counters of the level of DE vs. 'Nids or GK vs. Daemons in the first place. I want to play the game and win because I outplay my opponent, not because I play an army that more or less automatically counters my enemy. On the same note, I'm fine with losing, but not without having a fighting chance.
So much wrong.
Of course you wont manage to kill 3+ broadsides, a riptide and two hammer heads before they manage to slap you with the same or greater damage output, the tau gimmick is ranged power; but you don't have too. All you have to do is kill the pathfinders/lights, and then you've neutered the damage output of a tau castle by up to half. After that's done, the only thing you need to worry about are troops that have t3 and a 4up save, or worse, troops with a 6up save and some special rules. Complaining that you can't neuter tau at range before taking them close up is like being upset that most armies can't go punch for punch with THSS termies.
Drop pods are still very viable, and you don't even have to eat interceptor if you position yourself cleverly (make sure you move you dudes to be all within 2.5 inches of an enemy mode, and suddenly it becomes impossible to place that nasty blast over them). Likewise, almost everything that can fall out of a drop pod, can combat squad; do that and even if you can't position to deny a blast, you can only eat intercept on one.
And if you wanted to completely avoid any of the somewhat finesse answers, you can always use dirge casters or a number of other armies shenanigans. Just about every time I play wolves, my riptide eats a jaws. Shunting torrent DK are absurdly good at removing markerlights, the heldrake likewise does gangbusters against lights of all sorts. TFC ruins fire-warriors in a castle, as does drop pods that have taken the blast weapon.
The above are all things that do absurdly well at removing cultists too btw, so not gimping a TAC setup.
Necrons can use the dimensional corridor to drop an absurd amount of firepower right next to a castle, and before they do it, they can block LOS with the av 14 monoliths
IG can put Ord-barrage into a castle that not only negates the benefit of the ADL, but can land right on the head of an ethereal, snagging a whole 'nother VP and neutering the LD of the entire line down to ork levels, and the cheap access to av14 is not easilly countered by tau.
Eldar wave serpent is a hard counter to markerlight dependent lists; sure tau are just about the best book for killing the serpents, but they output right back.
DE, orks and BT are they only dexes I can think of that are absolutely stuck when it comes to answering tau... And DE get opportunities to inflict that butt hurt elsewhere themselves so its not so bad; the other two are due for updates so soon we can smell the books.
If you wanna outplay your opponent, you might start by reasoning out how to do it rather than stomping your foot and saying you couldn't play. So far two people at my club 'get it' and have shifted their list building a touch to include some tau answers, the rest keep loosing to it (and the 'why' is very obvious to all those that do 'get it')
Tau have just as much right to play in the meta-park as any other dex, and given how long the fanboys have waited, you can expect them to take up a good deal of space for a while.
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Post by: Desubot
conker249 wrote:So far just about every match up against Tau with my sisters ends up being "run to your death" Dominions get interecepted when outflanking, Seraphim get the same fate when DS. My exorcist sometimes survive more than 3 turns. Not fun when you have one unit with 48" range,
Its probably best not to deepstrike or outflank against tau unless you have alot of LOS blocking terrain or if you do it en mass.
at most you will have 3-4 models intercepting at bs3 that requires los at range or a bunch of st5 ap 5 within 30"
Otherwise a Rhino rush with multiple units and seraphims should do well. vehicles should explode but as long as it gets your models into charge distance turn two it shouldn't matter. (general power armor tactic)
48973
Post by: AtoMaki
davou wrote: AlmightyWalrus wrote:Tau are the Space Wolves of 6th edition. You either build your list to focus on dealing with Tau or you lose.
So much wrong.
*lists builds and options that hard-counter Tau but somewhat bad in a TAC army*
If you wanna outplay your opponent, you might start by reasoning out how to do it rather than stomping your foot and saying you couldn't play. So far two people at my club 'get it' and have shifted their list building a touch to include some tau answers, the rest keep loosing to it (and the 'why' is very obvious to all those that do 'get it')
Oh my god, this is getting ridiculous  ...
57651
Post by: davou
AtoMaki wrote: davou wrote: AlmightyWalrus wrote:Tau are the Space Wolves of 6th edition. You either build your list to focus on dealing with Tau or you lose.
So much wrong.
*lists builds and options that hard-counter Tau but somewhat bad in a TAC army*
If you wanna outplay your opponent, you might start by reasoning out how to do it rather than stomping your foot and saying you couldn't play. So far two people at my club 'get it' and have shifted their list building a touch to include some tau answers, the rest keep loosing to it (and the 'why' is very obvious to all those that do 'get it')
Oh my god, this is getting ridiculous  ...
Quit being a potato, those weren't list builts, those were options you can insert into most lists with minimal push and pull. If you wanna take some random TAC list that has worked ofr you since 2011, by all means do it, but dont bitch that it does not work in the new meta if you refuse overtly to tweak it when the option is there.
if you can't shift 20 or so points and swap a single unit in your list so that you have SOMETHING to deal with new threats, you're not being shoehorned, your're being thick.
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Post by: AtoMaki
davou wrote:
Quit being a potato, those weren't list builts, those were options you can insert into most lists with minimal push and pull. If you wanna take some random TAC list that has worked ofr you since 2011, by all means do it, but don't bitch that it does not work in the new meta if you refuse overtly to tweak it when the option is there.
You say this like Drop Pods would be a good idea against Heldrakes, Whirlwinds would do the same thing as Vindicators and Monoliths would be a great idea in any other scenario than "drop Warriors next to a FW Castle"... Like, okay, I can see your point, but accusing people with being inflexible then advising dedicated anti-Tau options that are usually pretty bad against everything non-Tau is a weird thing, isn't it? It carries the implication that you must tailor your list and your tactics against the Tau or it will be an uphill battle. And I don't think that this is something people want to do: breaking your TAC list just to beat one type of opponent is kinda' counterproductive.
Oh, and as a side note, I'm actually a Tau player  . So I'm not b*tching or anything, just sharing my views from the other side of the gaming table  .
60546
Post by: conker249
Desubot wrote: conker249 wrote:So far just about every match up against Tau with my sisters ends up being "run to your death" Dominions get interecepted when outflanking, Seraphim get the same fate when DS. My exorcist sometimes survive more than 3 turns. Not fun when you have one unit with 48" range,
Its probably best not to deepstrike or outflank against tau unless you have alot of LOS blocking terrain or if you do it en mass.
at most you will have 3-4 models intercepting at bs3 that requires los at range or a bunch of st5 ap 5 within 30"
Otherwise a Rhino rush with multiple units and seraphims should do well. vehicles should explode but as long as it gets your models into charge distance turn two it shouldn't matter. (general power armor tactic)
Wasn't my best game tactically, but playing opposite corners on a 4x8 with pentinent engines, and not a lot of cover at all(guy that set up the board went for a barren desert table setup I guess) didn't help. going flat out with 3 rhinos at the same time. First game against New Tau.
57651
Post by: davou
AtoMaki wrote: davou wrote:
Quit being a potato, those weren't list builts, those were options you can insert into most lists with minimal push and pull. If you wanna take some random TAC list that has worked ofr you since 2011, by all means do it, but don't bitch that it does not work in the new meta if you refuse overtly to tweak it when the option is there.
You say this like Drop Pods would be a good idea against Heldrakes, Whirlwinds would do the same thing as Vindicators and Monoliths would be a great idea in any other scenario than "drop Warriors next to a FW Castle"... Like, okay, I can see your point, but accusing people with being inflexible then advising dedicated anti-Tau options that are usually pretty bad against everything non-Tau is a weird thing, isn't it? It carries the implication that you must tailor your list and your tactics against the Tau or it will be an uphill battle. And I don't think that this is something people want to do: breaking your TAC list just to beat one type of opponent is kinda' counterproductive.
Oh, and as a side note, I'm actually a Tau player  . So I'm not b*tching or anything, just sharing my views from the other side of the gaming table  .
All the things that are a hard tau counter are also a hard counter against things like eldar snipers, IG footblobs, backfield cultists and pink horrors (probably more than that too, but I don't particularly feel like hunting them down)
Drop pods work decently against heldrakes actually, because its lets you plop something down in its rear armor. The drake does not typically have to show you any weak facings in order to do its job. Its not the best answer to them by any stretch, but its an option.
Monolits are traditionally a bad option yes, but they ARE an option now. Adding one to your list will carry an oportunity cost, but it will also give you some options if the major complaint is having none. I didnt suggest anyone scrap their list and run three monoliths, or go all missile drop pods.... but adding one may not hurt in the new 40k
I honestly cannot wait to see what sort of tears I will be able to drink when C: SM drops if people are this averse to adapting
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Post by: AtoMaki
davou wrote:
Drop pods work decently against heldrakes actually, because its lets you plop something down in its rear armor. The drake does not typically have to show you any weak facings in order to do its job. Its not the best answer to them by any stretch, but its an option.
Only if you take multiple Drop Pods. But then, you are better off with a full- DP army. And we are in the "change your army to combat Tau" circle again. The same goes with the Monolith: you have to build an army around it because it is both expensive and has this one-trick-pony feel.
And of course you can't comfort yourself with "Oh, this option is at least useful against one opponent now!" because it will still suck against everything else. If you take a Whirlwind, you have to kill Fire Warriors with it to make it an effective investment. Chipping down a few (relatively) guardsmen or cultists won't cut it.
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Post by: BoomWolf
So "blast weapons" and "AV13+" are things that are a pure ta counter and a waste of points against everyone else? having units with a shard of tactical flexbility except "walk up and shoot/punch stuff" is somehow only working against tau?
Good to know, I was under the impression that they work against all armies. at at the very least help in every case. sure, some get less effected then others, but its like complaining about plasma being dedicated anti-GK, because some armies just shows up with a horde of weak guys and the plasma is overkill against anything. sure, its better against SOME lists, but if that list is what gives you trouble, then bring a freaking answer to it.
That's the MEANING of TAC. take ALL comers.
If an entire army type is impossible for you to beat, then you DON'T take all comers, just MOST comers.
You might as well bring no AP2 guns, then complain that terminators are unbeatable. they aren't, you just chose not to pack the weapons that works against them.
Seriously, you bitch about a castled up army with no serious AT guns, then ignore the fact EVERY army got tanks, and pretty much every army got AoE weapons around? (or units that throw enough dice at a distance, so they can force a GtG)
Let them go to ground, you know what it means? THEY CANT SHOOT PROPERLY NEXT TURN, nor can they overwatch. (the two things you complain about)
If you roll in with heavy numbers, and inflict enough rolls to force the tau army to GtG, you already freaking WON because the castle won't do much damage, and you can repeat next turn.
If your bombardment can force the tau to GtG every turn, it means your close-shooters can get close fearlessly. and swipe it down.
If you HAVE no ranged bombardment at all, and you have no armor, then yes, my answer to you is learn to play. because these are the obvious answers to various small-arms-fire gunines, and tau is far from the only army to pull one off. heck, even DA, a marine army, can pull off such a list. (salvo 4 bolters anyone?)
And if you play an army who has no easy means to deal, like BT, or BA, then stop blaming that tau for the fact you got a codex that is old and malfunctioning, even without tau around your codex would STILL be beaten up, because newer marines do the same job better.
As for outflank/deepstrike not working because of interceptor, its still just a handful of shots per turn, and once you intercept you cant shoot that gun next turn. it changes nothing, if you got numbers it WONT matter to you (nor will you care as much if you got cover, or better yet, LoS blocks)
AlmightyWalrus-your point is a joke, every army in your list is an out-of-date codex that needs his own updates before it can compete with ANY 6th edition codex, tau is just one of many that pummle them.
Except vannila, who you are DEAD WRONG about, because they can field TFC (the awesome all-horde-mower), and even a single one can potentially brake a tau castle, alone. (heck, it can realistically return it's cost in a single shooting phase.) whirlwinds, predators, ironclads (AV13 front, the castle wont harm it much till its too late) landraiders to tank the damage.
And DA, with the dirt-cheap whirlwind they got I assume also count, no? and devestation banner bikers (being 24" away is too far for the storm of fire to kick in, so just kill pathfinders to keep your cover saves) still got predators too. still land raiders.
Now lets move to the really old stuff?
BA got whirlwinds too, and predators, and baals that can kill everything once they get close enough, and furiso that can theoretically kill two full squads in a charge. oh, and again land raiders.
Then comes nids, that can swarm you with so many tervigons and temegaunts it stops being funny and even the tau castle cant kill THAT much, or just have 10+ pskyers to throw tricks at you, while no defense at all, and doom who ranks up kills by just being around, etc, etc...
Oh and sisters, who ironically are one of the HARDEST match ups for tau gunlines, due to the immortal celestin heavy flamer, the T1 dominion flamers reach, the super-agile seph flamers, and the HB rets who get slightly better range then the castle, and good enough suppression to blast it down. and invuls all around means that even without cover, they still got a save from the riptide's shots.
So...we are left with BT who are so malfunctioning that other SM do their own specialties better, and orks and DE that just might have a proper answer, but I just don't know the codex. (though, don't orks got some sort of AV14 tank, and some flamer squad? and lootas? and the option to horde and roll an extravaganza of dice?)\
Yep, your point is silly. even the "all gak outta luck" armies you presented CAN pull off enough ranged firepower with investing 25% or less of the army to it, and its not like that ranged firepower goes away when not facing gunlines.
Enough is not "the entier list, and just blow him from afar the entire game", enough is 2-3 units, who will put a DENT in the castle (by killing the units who hold it up, in tau case pathfinders), then let the rest of the army do his thing (assault, close-range shooting, swarming, whatever)
Yaknow, like a REAL army would. trying to talk up to a fortified enemy position without suppressing fire is slowed, even IF you got better guns and armor. thats why you got mortars, artillery cannons, heavy machineguns, light rockets, etc. you need to make the fortified position to be forced to respond. if they CAN just sit in a pilbox and shoot at you as you walk up to them like a slow, they will.
conker249- 4x8 board? how did that come up? and even a desert should have terrain around (dunes, hills, rocks, something) there are rules for terrain, and if you dont even have the minimum terrain, I say you should have called shenanigans.
However, and correct me if I'm wrong, pertinent engines are a rather flimsy unit in any match up, is it not?
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Post by: ClassicCarraway
davou wrote: I honestly cannot wait to see what sort of tears I will be able to drink when C: SM drops if people are this averse to adapting 
I have a feeling the only tears that will result from the new C: SM book will be from C: SM players (myself included)....
53375
Post by: hotsauceman1
And those will be tears of joy
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Post by: davou
ClassicCarraway wrote: davou wrote: I honestly cannot wait to see what sort of tears I will be able to drink when C: SM drops if people are this averse to adapting 
I have a feeling the only tears that will result from the new C: SM book will be from C: SM players (myself included)....
A slap bet? Automatically Appended Next Post: AtoMaki wrote:
Only if you take multiple Drop Pods. But then, you are better off with a full- DP army. And we are in the "change your army to combat Tau" circle again. The same goes with the Monolith: you have to build an army around it because it is both expensive and has this one-trick-pony feel.
And of course you can't comfort yourself with "Oh, this option is at least useful against one opponent now!" because it will still suck against everything else. If you take a Whirlwind, you have to kill Fire Warriors with it to make it an effective investment. Chipping down a few (relatively) guardsmen or cultists won't cut it.
In what backwards world are you living if you think there is no utility at all in the units I've suggested beyond killing tau? A monolith needn't be the lynchpin of an army if its selected, hell, it needn't even been selected at all to have a valid counter to tau, but it is one option. This whole thread is full of bitching about how there are no answers, and when I provide a little over a half dozen valid ones, the sentiment changes to "I don't wanna have to spam those things". No one said you have to spam them, no one even said you have to take them. There are other counters out there too.
But if all your interested in is not having someone knock the pillowfort you've built around hating on this round of meta-shift, then by all means shut the hell up.
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Post by: ClassicCarraway
I wished. Unfortunately, we already know how the core units will be just by looking at DA. I'm sure we'll have a new unit or two, but I can't help but feel it will be a let down in comparison to the last two releases.
60546
Post by: conker249
Yes, Pentinent engines are flimsy open topped av11 walkers, They have their uses, . If we rolled and got long board edge deployment, I would have had a better chance to get actually in combat with them. That match we got corners, So a lot more ground to cover. Just was saying sisters (to me) have a harder time against gun line armies.
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Post by: BoomWolf
true, but the table should not have been 4x8 to begin with, table size effects balance. and it effectively screwes sisters over to have a larger table, as they are point-blank shooters.
You would have less ground to cover in a proper 6x4, and the terrain would probably be a bit more dense, what will also ease the advancement.
Though no way to go back, just avoid such situation from now on. table size is a MAJOR factor in the efficency of some units. it renders slow units and short ranged ones weaker, and fast or long ranged ones better (and something with range AND mobility will glee over a table as big as possible.)
74704
Post by: Naw
BoomWolf wrote:
Also, Naw, I don't know what army you are running, but you seem to forget BA in itself in an outperformed codex, in his own specialties, by newer marine codices. (not to mention how far behind is he on things NOT his specialties), but it still got answers to a castle, and if you don't take them-its YOUR problem. I see no reason why land raiders, whirlwinds, and predators cant be an asset in general, especially when they are a fast tank.
I play BA and you are completely missing the point. We all know there are counters for practically any list, provided you know who you are going to face in advance. My point was that with 6th edition the rules have already been changed to prefer shooty armies and Tau codex allows breaking the very same rules.
In our meta AT is still very much alive, usually via melta weapons (fusion guns, meltaguns etc). Our Tau player is very careful in placing his troops, taking advantage of the 2" coherency rule. Also it is relatively easy to invalidate artillery, including Whirlwinds.
You think the Tau players DIDNT need to brush up new models after the new codex? the average tau player only owned minimum troops, and spammed broadsides, now they spam troops and the broadsides sit outside.
What I said was that the same army as used in 5th edition just became murderous in 6th and to counter that I'd need to acquire new models (I'm fine by that). I have acquired Daemons already and will field those in 6th instead.
The game changed, your army needs to change. you can't play the same old list and expect it to work just the same against patched opponent, especially when they were "excellent (and even) games" against what was considered a FAILURE of a codex, and one that does not work, over half of it too weak to see even casual games, and some of it actually HARMFUL to the tau itself. the list of "viable" units for a serious game was crisis HQ, crisis suits in elites and broadsides. (and 5th edition crisis suits/commanders were alot less impressive, and tend to cost more to do the same.) then you took some troops because you HAD to. (after 6th edition the rapid fire change made fire warriors promote from "point sink" into "sub-par") and if you go with forgeworld, after the online PDF (still with the 5th edition codex), you had tetras and plasma hammerheads join the list of actually good units.
He used crisis suits, broadsides, sniper squad, kroots (lots of them) and hammerheads. He infiltrated and deep struck. They were very shooty and could take out armor quite easily. The life expectancy of a whirlwind wasn't very good. With 6th he doesn't even have to move around anymore, unless an objective is in an awkward position and even then he tries to deny the objective rather than get it himself.
You had even games against a codex with 2 viable models, and 2 more with forgeworld support. (and none of them troops, something that is a must) your army needs work, not the tau.
Again that is not the issue. Seeing DA codex, I do not expect codex SM to be something that shifts the meta in the least, unlike Heldrakes, Tau and Eldar.
25208
Post by: AlmightyWalrus
davou wrote: AlmightyWalrus wrote:
There's a difference between "bad matchup" and "completely shuts down 25% of the Codices in the game and gives the remaining 75% a really hard time". I'll say it again; Tau are the Space Wolves of 6th edition. You either build your list to focus on dealing with Tau or you lose. Not every Codex can do this and remain TAC.
EDIT: Further, I'd argue that there shouldn't be counters of the level of DE vs. 'Nids or GK vs. Daemons in the first place. I want to play the game and win because I outplay my opponent, not because I play an army that more or less automatically counters my enemy. On the same note, I'm fine with losing, but not without having a fighting chance.
So much wrong.
Of course you wont manage to kill 3+ broadsides, a riptide and two hammer heads before they manage to slap you with the same or greater damage output, the tau gimmick is ranged power; but you don't have too. All you have to do is kill the pathfinders/lights, and then you've neutered the damage output of a tau castle by up to half. After that's done, the only thing you need to worry about are troops that have t3 and a 4up save, or worse, troops with a 6up save and some special rules. Complaining that you can't neuter tau at range before taking them close up is like being upset that most armies can't go punch for punch with THSS termies.
Look, the entire point was that it's hard to outshoot them but even harder to get a successful charge in. It's totally OK that the Tau outshoot almost everyone (as you say, that's their thing), but I want to have a chance to concievably fight them as a melee faction. Of the new Codices Daemons might be fine, but the melee options in C: CSM are all as atrocious as those in Codex: Blood Angels (worse in some cases) and Codex: Black Templars, with the exception of the Juggerlord and flying Daemon Prince. Both who are conveniently T5, which means there's a decent chance that they could be outfought and instantly killed by Riptides in CC due to Smash. So fully 50% of the melee-centric new Codices is completely hamstrung against Tau, and it just happens to be the MEQ Codex, which is why I'm complaining.
davou wrote:
Drop pods are still very viable, and you don't even have to eat interceptor if you position yourself cleverly (make sure you move you dudes to be all within 2.5 inches of an enemy mode, and suddenly it becomes impossible to place that nasty blast over them). Likewise, almost everything that can fall out of a drop pod, can combat squad; do that and even if you can't position to deny a blast, you can only eat intercept on one.
Even if I don't eat Interceptor I'm within 2.5" of the enemy next turn. Sure, I've made a nice distraction, but that's about all. With the exception of Sternguard and Honour Guard, stuff in Drop Pods usually doesn't have a lot of firepower, and even Sternguard and Honour Guard are laregely neutered by the fact that they're gonna have to drop on the wrong side of an Aegis to fit in.
davou wrote:
And if you wanted to completely avoid any of the somewhat finesse answers, you can always use dirge casters or a number of other armies shenanigans. Just about every time I play wolves, my riptide eats a jaws. Shunting torrent DK are absurdly good at removing markerlights, the heldrake likewise does gangbusters against lights of all sorts. TFC ruins fire-warriors in a castle, as does drop pods that have taken the blast weapon.
If you consistently lose Riptides to Jaws I'm going to have to ask you what you're doing. You're a JSJ MC, you get DtW and you only fail 50% of the time.
That said, yes, those are all valid counters (except the Deathstorm Missile Launcher; come on, it's AP-), which is why I left CSM, GK and SW out of the list of books that have trouble dealing with Tau. I'm still a bit iffy about the TFC; you still get Armour Saves and with the size an Aegis can cover you should be able to space out, even being inside the castle.
davou wrote:
The above are all things that do absurdly well at removing cultists too btw, so not gimping a TAC setup.
Actually, I think you'll find that Jaws is a horrible way to kill cultists.
davou wrote:
Necrons can use the dimensional corridor to drop an absurd amount of firepower right next to a castle, and before they do it, they can block LOS with the av 14 monoliths
Well... yes. You do realize that the Monolith is a Heavy vehicle with a massive footprint, right? How do you intend to get there in time to matter in the first place? Regardless, Necrons should have options to fight back, but I don't see Monoliths being the answer. Standard Wraiths with D-lord should be fast enough to get into CC and tie some stuff up.
davou wrote:
IG can put Ord-barrage into a castle that not only negates the benefit of the ADL, but can land right on the head of an ethereal, snagging a whole 'nother VP and neutering the LD of the entire line down to ork levels, and the cheap access to av14 is not easilly countered by tau.
Yes, IG has artillery. The question, though, is why the Tau player would deploy in a Castle formation against artillery-heavy Guard in the first place. In my experience IG usually rely on having an Aegis in combination with GtG/ GBiTF to let their stuff live, which doesn't work against Tau at all.
davou wrote:
Eldar wave serpent is a hard counter to markerlight dependent lists; sure tau are just about the best book for killing the serpents, but they output right back.
Considering how much the Wave Serpents rely on their Cover Save, firing the shield against Tau is probably suicide. You deal some damage to the Fire Warriors, then your Wave Serpent explodes because you're AV12 without any mitigating rules.
davou wrote:
DE, orks and BT are they only dexes I can think of that are absolutely stuck when it comes to answering tau... And DE get opportunities to inflict that butt hurt elsewhere themselves so its not so bad; the other two are due for updates so soon we can smell the books.
Sisters? Anyhow, old books or not, having one Codex more or less neuter three(/four with Sisters, i.e. 25% of the field) and seriously gimping the intended play style of any assault-centric army that isn't Daemons even further than the 6th edition BRB is not good for the game IMO. With a risk of sounding like a broken record; Tau are the Space Wolves of 6th edition. They're the go-to measurement of power. My "hate" (or, rather, intense dislike) stems not from the fact that they're Tau, but because the Tau Codex forces me to invest heavily in shooting in an edition that is already shoving shooting down my throat when I want to be able to play a melee army.
davou wrote:
If you wanna outplay your opponent, you might start by reasoning out how to do it rather than stomping your foot and saying you couldn't play. So far two people at my club 'get it' and have shifted their list building a touch to include some tau answers, the rest keep loosing to it (and the 'why' is very obvious to all those that do 'get it')
This makes no sense. You said yourself that Templars don't have any answers due to being an old book (somehow I've managed against other 6th edition armies so far though...).
davou wrote:Tau have just as much right to play in the meta-park as any other dex, and given how long the fanboys have waited, you can expect them to take up a good deal of space for a while.
Actually, that could well be another reason driving the dislike of Tau; the never-ending complaints. The Codex drops and the first thing we hear is how it's horrible and everything's ruined. Yeah, about that...
Guess I'll just have to wait for the Templars Codex then, considering how long it's been since the last we should be on top for an edition or so, by your logic. Pity that didn't work out for Sisters of Battle or Dark Eldar.
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Post by: asimo77
If this topic is any indication people don't like facing Tau because their players seem to have an attitude problem. Anyway, it seems very simple, and I don't mean to trivialize the topic, but I find the Tau's greatest weakness is their durability. Tau is the army I face the most, and while they do all these annoying things, (personally I don't mind, but maybe I'm desensitized to it after so many games) all things considered they can't take a hit too well. Seems silly but the best answer to Tau in my experience is to "shoot them to death" they can't take much of a beating and get drastically weaker after certain units go down namely pathfinders and crisis suits.
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Post by: Spetulhu
asimo77 wrote: I find the Tau's greatest weakness is their durability. Tau can't take a hit too well. Seems silly but the best answer to Tau in my experience is to "shoot them to death" they can't take much of a beating and get drastically weaker after certain units go down namely pathfinders and crisis suits.
This, really. And make sure you're there to set up the board so there's terrain blocking LOS in some places. And use transports - I know they're "free" KP but they also need be shot to pieces before the Tau can kill your troops. Even one turn of rolling up the field at top speed will bring you that much closer to taking them out, and if they can't shoot at all your transports you'll be that much closer again. Firewarriors are nasty but up close they can't outshoot a full SoB squad - especially not if you got the flamer and heavy flamer in range too. So what if I lose 50 sisters? They'll have wiped out all Tau scoring units by that time, then I just need to keep even one scoring model alive long enough for the game to end.
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Post by: the shrouded lord
I dont see what the big problem is, if you wanna kill tau just drop a sh*t load of Palidins on their ugly grey faces, and watch their arses get torn open
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Post by: AlmightyWalrus
the shrouded lord wrote:I dont see what the big problem is, if you wanna kill tau just drop a sh*t load of Palidins on their ugly grey faces, and watch their arses get torn open
What happens when you don't play Grey Knights? Or, for that matter, what happens when said Paladins get a Riptide to the face?
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Post by: the shrouded lord
AlmightyWalrus wrote:the shrouded lord wrote:I dont see what the big problem is, if you wanna kill tau just drop a sh*t load of Palidins on their ugly grey faces, and watch their arses get torn open
What happens when you don't play Grey Knights? Or, for that matter, what happens when said Paladins get a Riptide to the face?
A. Allies!
B. Sadface :(
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Post by: AtoMaki
davou wrote:
In what backwards world are you living if you think there is no utility at all in the units I've suggested beyond killing tau?
In a highly competitive one, full with min-maxed tournament armies and smart WAAC players  .
davou wrote:
But if all your interested in is not having someone knock the pillowfort you've built around hating on this round of meta-shift, then by all means shut the hell up.
Hey, chill, I've never said that I hate anything with the Tau or the meta shift. I don't think that it is terrible only that it is unfair. Big difference. And you said that it is fair, because hey, random counters that either counter or not. And there, we had a disagreement.
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Post by: daedalus
davou wrote:
In what backwards world are you living if you think there is no utility at all in the units I've suggested beyond killing tau? A monolith needn't be the lynchpin of an army if its selected, hell, it needn't even been selected at all to have a valid counter to tau, but it is one option. This whole thread is full of bitching about how there are no answers, and when I provide a little over a half dozen valid ones, the sentiment changes to "I don't wanna have to spam those things". No one said you have to spam them, no one even said you have to take them. There are other counters out there too.
But if all your interested in is not having someone knock the pillowfort you've built around hating on this round of meta-shift, then by all means shut the hell up.
You know, there's downplaying the hate and providing a reasoned argument, and then there's empty chest thumping and internet tough talk.
This is not the former.
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Post by: Naw
the shrouded lord wrote: AlmightyWalrus wrote:the shrouded lord wrote:I dont see what the big problem is, if you wanna kill tau just drop a sh*t load of Palidins on their ugly grey faces, and watch their arses get torn open
What happens when you don't play Grey Knights? Or, for that matter, what happens when said Paladins get a Riptide to the face?
A. Allies!
B. Sadface :(
So the answer is to play another army?
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Post by: Jancoran
I speak from a tourney perspective, always. In a tourney you will face a lot of different threats and so boning up for just Tau is not the best strategy. That makes it difficult to plan an army that IS a "hard counter" (Gawd I hate that phrase) to Tau, specifically.
My suggestion on Whirlwinds extends beyond just th Tau. But let me explain why a Whirlwind can significantly help you in a Blood Angels list against Tau, for example.
Firing it as a Barrage allows you to "break the chain" of the Tau support Fire. You line up for a charge, and then barrage the section of the enemy line that is cloest to the target. You need only kill 2-3 in order to stop the Supporting fire. If you have access to a more powerful Large blast, use it, but be aware that angling the Demolisher necessarily means you'll leave its side open making it no more useful, armor-wise, than the Whirlwind, and a whole lot closer to a whole lot more mean guns. So the pair of Whirlwinds is a good idea against Tau and many armies anyways. It pins, it has decent strength, it ignores a lot of cover, its death isn't an enormous loss and you can hide them (even if, yes, there will be times when hiding them is harder, its certainly not a gargantuan task).
I'm a Tau player and shooting me is indeed your better bet, preferably from outside my rapid fire ranges.
My losses with Tau have all been against Blood Angels, an assault army. Just food for thought.
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Post by: Farseer Faenyin
After reading this through I can honestly say that the problem is not the Tau. Tau are a hard counter army, yes...I will certainly agree with that. And that is rough in a tournament environment.
I know the gaming group that I play with has a lot of players not playing the current power armies, let alone their respective spam lists that make them not an enjoyable experience. If somebody came into the shop and only played minor variations of super-cheese lists, we'd probably make fun of him too.
Hotsauce. Could you be mistaking pitty for hate? I know I'd pitty the kind of player that shows up to shops just to win every game with a power build against people bringing 'try new units' TAC-style lists to play in a friendly manner.
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Post by: hotsauceman1
Why pity them? And this is far from friendly, This is a monthly league where the is a 20$ second place prize and a 50$ first place. Automatically Appended Next Post: Maybe i should show them real cheese and bring the triple heldrake list.
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Post by: happygolucky
I have only played against them a few times as Orks, each time I got tabled and I used a variety of lists against them, but then again Orks desperately need an update so I guess that would account to anything.. I also Play CSM (since the Horrid 4th ed. codex we got, and tbh the codex you had before the new one was a shed load better than the 4th ed CSM codex.) and tbh a lot of people here seem to just fail there arms around and writing walls upon walls of angry text because there getting butt hurt for their own codex (yes Im talking about most tau players on this thread)... yep us CSM players got flakk for the Helldrake. GK players got heat for paladins and Draigo and the dread knight in 5th ed. Deal with it. Now heat aside (and I can imagine im gonna get my very own wall of angry text for my above statement) I personally don't feel that Tau are OP and I am determined to say that all new 6th ed. Hardback codex's are not OP but balanced so here's my take on Tau from a CSM perspective: While I have been looking at my Codex to see what could be of use to disrupt the dreaded "gunline" and yet still be a good all corners list I have no experience with Tau as CSM but I have had a look at the book and I have been making lists to see what could be an all corners list as well as good against the Tau everyone dreads.. The problem that a lot of CSM players think is that CSM is an aggressive army. Its not. That's the Daemons job and playstyle. The CSM Playstyle is constant pressure upon the enemy to make the opponent feel like he has to prioritise many targets in one turn or else its game over. and when I say pressure I mean having and equal balance of both shooting and assault, not "all in your face". That's aggressive, and again that's the Daemons playstyle. So how do I put a lot of pressure on my enemy? or in this case Tau? while still having a good list against other opponents? well this is where we start looking at units that are not in "Netlist X" (and Netlists IMO are the reason why I believe Tau get so much hate, Because in 40k everyone likes "easy button/mode X" without having much of a challenge against them Tau made a number of easy buttons useless hence why the get flakk but back to main point). I have had a look at multiple units and one that really pop up for me was the Warp Talons (I know the unit everyone says is overpriced yada yada) basically DS them close to that gunline (and yes its risky but then again 40k was always a game of risk, after all were playing with random rolling dice right?) then he will most likely have those interceptor units fire at them... now here's the big thing, the Warpflame strike rule happens before the end of the movement phase and so the effect takes place before he does so, meaning he has to take an Int test on a 2 or lower or be reduced to BS 1, naturally only one unit in that gunline might pass it so all other units will fail and will need 6's to hit, I have tried this tactic against gunline Necrons (which are very similar statwise) and that hurt his army. a lot.) and if he puts any units on interceptor then he wont be able to fire those same units next turn. great I've changed something in his tactics already from what he wanted to do in the first place. secondly he wants to use marker lights to boost those BS 1 troops to a better BS? Fantastic. again I've changed his tactics again to evade fire from other units I may want to have kept alive a bit longer. there's a second point I have changed in his army that he would not have wanted to do. next unit is Terminators, if you have them in the same list then make sure you have deployed the Warp Talons first because the order of what DS first is important for intercept units that want a slice of your units. I always DS a Power Maul terminator squad next to the ADL with a heavy flamer in it ready to set alight a FW squad.. Oh yes but what if there intercepted? well surely the Warp Talons blinded the majority of units behind that ADL anyways to there firing even that Quad gun or Lascannon at BS 1 plus if the units don't have Skyfire and are intercepting they still need 6's to hit anyway. You will be laughing those shots off. Third unit: Autogun Cultist Blob... Yes a lot of people don't pick this unit as people tend do think that this unit is overpriced... but a lot of people forget that this is one MASSIVE blob of essentially Guardsmen and anything that gets close to this unit is gonna suffer a heck of amount of rapid fire Overwatch, and there was a reason why the Guardsman was feared in their platoons for over watching wasn't there?, yes they will be your objective sitters if there is an objective in your DZ and yes they will be behind an ADL but that's even better just for the Quad gun... Oh they can Ignore cover by Marker light? too bad they used there marker lights to make those certain units on BS 1 to make them better and also intercepted meaning if they want to use those units again at the most of 2 turns... yes 2 turns in a game that maybe a quarter of the game. Third unit: Forgefiend yes peoples take on these guys as overpriced, yet they do so much for your army if you leave them barebones... they have Hades Autocannons and the have 8 shots of them as well as a decent range and are Str 8 as well as, they can take out there vehicles as well, that's great but what about that Hammerhead that just shot it? or that Battle suit squad that fired into it? well that daemon machine has an Inv Sv which makes it a very reliable piece of machine, and also has IWND so if he survives he can regain HP making it more reliable. Fourth unit: Helldrakes, sorry but these guys are really good with baleflamers, but even better they add even more pressure with those squads that just DS onto the board, and yes that's right there is now 4 units (as I would be using 2 Drakes) on the bored next to the opponents DZ. The trick for CSM is to put so much pressure that if he fails a few die rolls then he will crack, just as any Chaos Lord would do, also to add always think that your stuff is expendable, just it depends on what time/turn your units are able to expire, you have to think which units you dont care about dying and when they have fulfilled their purpose. I am going to use these units on my Tau friend this week to see if these units will still get me the Thats my Take on tau as a CSM player, that is my view on how they can be beaten (note I have not said Tau are OP anywhere as my opinion) although I can see why people can think they are but all it requires is for you to use the units you like or want to use instead of going for "Netlist X", I am a casual gamer and my FLGS is also casual with the players I fight every weekend, and I only use the units I like or I want to use as I find that a better game than Netlisthammer where its 90% models 10% Skill+Strategy and I feel that my I have become a better tactician for this, anyho that's my take on Tau from a CSM perspective, as I do not think people Complaining should tar every new army with the same OP brush, but I don't believe that Tau players should be feeling special and saying all people who have a concern with Tau should be labelled as "crybabies" as I can understand why people have these complaints (Ailaros had a very good point at the start of the thread), every new army has had the same heat, CSM for Helldrakes, DE for Poisoned weapon spam, Necrons for Necrons, etc. Don't feel special because your getting the heat of the month like all other army's do, soon it will be SM then Orks then Tyranids ( although In will always have a special place in Hell for Tyranids... hate them with a passion).
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Post by: Oaka
Just remember, at one point, Black Templar players were considered cheesy.
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Post by: Remulus
hotsauceman1 wrote:S,
Why do i keep encountering Tau hate, but not DA hate, or deamon hate, or eldar hate?
While the Tau hate is pretty unfair, I think the reason of such much of it is because they provide a hard counter for the previously almost unstoppable massed flier list.
However, I love of they made a counter to it. It will now promote people to make a balanced list, and if they go full fliers they will not be able to faceroll every game.
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Post by: Makumba
after all were playing with random rolling dice right?) then he will most likely have those interceptor units fire at them...
Why would they do that? Talons don't have DI so they sit doing nothing else then spreading to avoid templates . The tau play can counter them with firewarriors or cruiser suits .
well surely the Warp Talons blinded the majority of units behind that ADL anyways to there firing even that Quad gun or Lascannon at BS 1 plus if the units don't have Skyfire and are intercepting they still need 6's to hit anyway
your sooner going to get a misshap then land near enough to blind and there is no way for chaos to coordinate talons with terminators. You don't have drop pods for them like every other army.
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Post by: happygolucky
Makumba wrote:after all were playing with random rolling dice right?) then he will most likely have those interceptor units fire at them...
Why would they do that? Talons don't have DI so they sit doing nothing else then spreading to avoid templates . The tau play can counter them with firewarriors or cruiser suits . Not when there FW are BS 1 and are behind the ADL and what's DI? well surely the Warp Talons blinded the majority of units behind that ADL anyways to there firing even that Quad gun or Lascannon at BS 1 plus if the units don't have Skyfire and are intercepting they still need 6's to hit anyway
your sooner going to get a misshap then land near enough to blind and there is no way for chaos to coordinate talons with terminators. You don't have drop pods for them like every other army.
Never Had a mishap with any squad in terms of getting too close to an ADL.
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Post by: Minijack
Well..because Tau DESERVE IT!!!
Haha,j/k
Ive been playing against and learning the game since last summer with a very good Tau player,playing Orks,,Ork/IG and even a few rounds of Straight IG...most of the games have been with my Orks and I have yet to win against him..
Its kinda nice to see that even veteran Tau players admit that Orks really don't have a snowballs chance in hell against them .I should note that I win around 50% of my games played against non tau armies so I am learning the game and improving.
Now I can see when our group gets together whoever ends up facing the tau player is somewhat "bummed" to be the one to get tabled for the evening..We even poke a bit of fun at him from time to time about how Tau are now over the top and "easy mode".but its all just for fun.Personally I have begun collecting them and am still a bit intimidated by the synergistic nature of the army(yup dim Ork player at heart).I plan to Ally them with my small contigent of Ultramarines when that codex is released.At this point I can just see myself getting stomped trying to play my small tau group after commenting on how they are so "easy,cheesy",lol
Now im pretty new to the Warhammer games but ive been wargamming(computer,TT,and boardgames) for close to 40 years,ive had some great win streaks in some games and can never seem to win at others.Ive always had the most fun playing the underdog side,im a lot less likely to want to play a game that I win at most all the time than one I rarely win at.To me its all about the challenge.
I count our group fortunate to have a dedicated Tau player that really likes the army,is very much into the lore/fluff of it and doesn't get bored even though we have troubles even giving him a challenging game.
The bottom line is Tau are riding the top of the wave of the current rendition of 40k,yes they are OP and will be tough to beat for most all armies,near impossible for others ... but such is the cycle for all game systems there will always be factions/units that are just over the top but as the game evolves they will fall into obscurity at some point only to be replaced by the next big thing..its how these companies make their money.
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Post by: ferret61
The manager of my FLGS decided to throw his tau at some CSM. The poor heretics never knew what hit them. The tau just sat behind an aegis defense line marker light spammed and by the end of turn 4 all the marines were dead. And not a single tau died. ( well 1 of the riptides did accidentally wound itself).
Its games like that with cheesy overpowered lists that cause tau rage.
To be fair to the xenos scum though every army has access to such lists, if not as many. Its that the tau lists are new so people are still figuring out how to beat them.
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Post by: Ascalam
Find me a cheesy overpowered list for Orks, i dare ya
Nearest you can get is Nob Bikers, i suppose, but they are rather easily countered.
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Post by: doc1234
ferret61 wrote:The manager of my FLGS decided to throw his tau at some CSM. The poor heretics never knew what hit them. The tau just sat behind an aegis defense line marker light spammed and by the end of turn 4 all the marines were dead. And not a single tau died. ( well 1 of the riptides did accidentally wound itself).
Its games like that with cheesy overpowered lists that cause tau rage.
To be fair to the xenos scum though every army has access to such lists, if not as many. Its that the tau lists are new so people are still figuring out how to beat them.
So the CSM players answer to a gunline army that can negate concentrated areas of cover was to...sit behind a concentrated area of cover and try to shoot back? Why do the words "didn't think that through" come to mind?
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Post by: asimo77
There's no indication that the csm stayed put in cover and tried to outshoot them.
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Post by: Jancoran
I get worn out by the whole sky is falling attitude. I know it sucks to lose, but iot doesn't suck THAT bad and none of those BA players were making apologies for utterly SMASHING the Tau when they were doing it. Nor should the Tau player ask for pity or apologize, then or now.
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Post by: Naw
I do not hate Tau, I don't think they are OP. I do think they are the easy mode, though.
There are ways to play them as something else than a static gunline, but majority of the players play them that way. And why wouldn't they? GW gave us the ADL, they want cover to be used. It is easy to sit behind the line and just fire away.
I can see why people are angry. Cover? Not any more. DS? Good luck with the scatter dice and intercept. Outflank? Sorry, can't assault. Get in assault range? Hope your frontlines are not shot to pieces leaving you too far. Fliers? Not a problem..
An army in a shooty edition is further helped by a codex that allows breaking/modifying those rules. That and the sit back and shoot annoy some players.
As I said above, there are counters, but such lists are rarely TAC capable. E.g. as a BA player I am not terribly bothered by Whirlwinds or Thunderfire cannons. I am sure, that certain IG artillery would make me rethink my strategy, but in our group there are no IG players.
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Post by: Makumba
happygolucky wrote:
your sooner going to get a misshap then land near enough to blind and there is no way for chaos to coordinate talons with terminators. You don't have drop pods for them like every other army.
Never Had a mishap with any squad in terms of getting too close to an ADL.
the avarge scater on 2d6 is 7" and warp talons blind range is 6".To get most of a tau line blinded you more or less have to land 5-6" away either in front or in the middle of the ADL. half the time your going to scater away from ADL so the blinding won't work . All of this happens 2/3 of times on turn 2 , so the tau player has either one or two turns of blind free shoting , while you play with a less points then the tau player. And those are more then a few points as neither talons , nor termis cost 0 points.
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Post by: ausYenLoWang
im gonna ask is it tau totally in general that gets this ire, or is it the tau gunlines mostly?
now im no saint with gunlines, iv played a few noise marine lines and um yeah thats ugly to rush at.. had one nids player define it as a Galipolli action.. 5 marines for 90+ gaunts + biggers toys on the side..
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Post by: D6Damager
My observations as a Tau player:
Tau are still not sweeping major tournaments.
Tau gunline will not win you the relic mission for example.
If you rely on tabling your opponent to win objective games then you will lose most of the time.
Some armies like Daemons Flying Circus can have an unavoidable assault in turn 2.
Most people don't play with enough LOS blocking terrain.
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Post by: happygolucky
Makumba wrote: happygolucky wrote:
your sooner going to get a misshap then land near enough to blind and there is no way for chaos to coordinate talons with terminators. You don't have drop pods for them like every other army.
Never Had a mishap with any squad in terms of getting too close to an ADL.
the avarge scater on 2d6 is 7" and warp talons blind range is 6".To get most of a tau line blinded you more or less have to land 5-6" away either in front or in the middle of the ADL. half the time your going to scater away from ADL so the blinding won't work . All of this happens 2/3 of times on turn 2 , so the tau player has either one or two turns of blind free shoting , while you play with a less points then the tau player. And those are more then a few points as neither talons , nor termis cost 0 points.
And this is the difference: You play Mathhammer 40k, I play Warhammer 40k. The difference? in mathhammer you're always expected to get averages, you don't expect to get high rolls or poor dice rolling. In Warhammer 40k it basically chucks Mathhammer out of the window as it is usually never is on average, you do get the exact rolls you want and you do get poor dice rolls, its the actual game. all Mathhammer is halving your maximum rolling. Warhammer takes in all accounts. its a game of risk, we are using dice for Tzeenches sake! all it will ever be is random dice rolling, as one person said adapt or die, and while that phrase was taken a little to the extreme, to me its basically telling me to use tactics and units that are out of my comfort zone, and to not use "Netlist safety button X and Y" (which is a birth product of Mathhammer).
All Im saying is that Tau (which I do not play as btw) are not OP you just have to use more of variety of lists instead of "easy-safe-button-that-is-always-relied-upon-Netlist-X-and-Y" because quite clearly they are falling to the Tau and people are throwing hissy fits over them, granted the Marker lights seem a bit too good, but then as I have said before you can make those marker lights to the best of your advantage if you play your tactics right, likewise Im also saying to Tau players that they should not feel special and label everyone as "crybabies" when they do have legit concerns when Tau are getting so much hate, GK got it in 5th ed. Vanilla codex got it for being poster boys. BA got them for having so much fast vehicles, DE got the same flakk for poisoned weapons, Necrons got it very much in 6th edition because anything they fielded was really good, CSM got it for Helldrakes, and now Tau are getting it for gun lines that shoot everything without remorse. All recent codex's got the same heat. Your not special. Deal with it.
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Post by: starraptor
You know I actually have a loathing for ork armys. But thats really more because all the ork players i have ever played have at some point in the game started screaming waggghhhh. So i guess it's not the army but the players i don't like. But back on topic I have a feeling that alot of the peeps ont this thread are only seeing what they want to see. When people give them multiple suggestions they seem to get it in their heads that they are being told the have to use them all or they lose, not true. Here is a suggestion how about when you want to asualt something, first have a couple of shooty units shoot at everything that is not going to be what you are going to assualt and are in the tau ability range to overwatch. So there will be less stuff to overwatch your assaulty unit. Also for the blood angel players out there i recomend trying out bahl preds with flamesorm cannons, and alot of razor backs with msu of jump pack dudes without there jump packs, and basicly the parking garrage list should great i think against tau. Salamanders I think would do great with 3 drop pods and 3 dreads with multi-melta and flamer setup. those are some tac setups for some marine variants that i can think of off the of my head.
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Post by: Naw
starraptor wrote:Also for the blood angel players out there i recomend trying out bahl preds with flamesorm cannons, and alot of razor backs with msu of jump pack dudes without there jump packs, and basicly the parking garrage list should great i think against tau.
What a novel idea
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Post by: Glocknall
starraptor wrote:You know I actually have a loathing for ork armys. But thats really more because all the ork players i have ever played have at some point in the game started screaming waggghhhh. So i guess it's not the army but the players i don't like. But back on topic I have a feeling that alot of the peeps ont this thread are only seeing what they want to see. When people give them multiple suggestions they seem to get it in their heads that they are being told the have to use them all or they lose, not true. Here is a suggestion how about when you want to asualt something, first have a couple of shooty units shoot at everything that is not going to be what you are going to assualt and are in the tau ability range to overwatch. So there will be less stuff to overwatch your assaulty unit. Also for the blood angel players out there i recomend trying out bahl preds with flamesorm cannons, and alot of razor backs with msu of jump pack dudes without there jump packs, and basicly the parking garrage list should great i think against tau. Salamanders I think would do great with 3 drop pods and 3 dreads with multi-melta and flamer setup. those are some tac setups for some marine variants that i can think of off the of my head.
Razorbacks will perform poorly against Tau. Tau have tons of mid strength fire from pulse weapons to seeker missiles, HYMP, and Riptide weapons. You lose razors in droves and then be stuck in no man's land. Drop Pods work well as long as you account for interceptor fire.
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Post by: daedalus
starraptor wrote:Here is a suggestion how about when you want to asualt something, first have a couple of shooty units shoot at everything that is not going to be what you are going to assualt and are in the tau ability range to overwatch. So there will be less stuff to overwatch your assaulty unit. Also for the blood angel players out there i recomend trying out bahl preds with flamesorm cannons, and alot of razor backs with msu of jump pack dudes without there jump packs, and basicly the parking garrage list should great i think against tau. Salamanders I think would do great with 3 drop pods and 3 dreads with multi-melta and flamer setup. those are some tac setups for some marine variants that i can think of off the of my head.
yah i think shooting them alot and then assaulting them is a good idea. BA players should think of this stuff.
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Post by: AlmightyWalrus
daedalus wrote: starraptor wrote:Here is a suggestion how about when you want to asualt something, first have a couple of shooty units shoot at everything that is not going to be what you are going to assualt and are in the tau ability range to overwatch. So there will be less stuff to overwatch your assaulty unit. Also for the blood angel players out there i recomend trying out bahl preds with flamesorm cannons, and alot of razor backs with msu of jump pack dudes without there jump packs, and basicly the parking garrage list should great i think against tau. Salamanders I think would do great with 3 drop pods and 3 dreads with multi-melta and flamer setup. those are some tac setups for some marine variants that i can think of off the of my head.
yah i think shooting them alot and then assaulting them is a good idea. BA players should think of this stuff.
It's almost as if that's a standard Blood Angels list, meaning it's been tried by most Blood Angel players already...
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Post by: timthehierodule
Necrons... The bane of my existance...
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Post by: daedalus
AlmightyWalrus wrote: daedalus wrote: starraptor wrote:Here is a suggestion how about when you want to asualt something, first have a couple of shooty units shoot at everything that is not going to be what you are going to assualt and are in the tau ability range to overwatch. So there will be less stuff to overwatch your assaulty unit. Also for the blood angel players out there i recomend trying out bahl preds with flamesorm cannons, and alot of razor backs with msu of jump pack dudes without there jump packs, and basicly the parking garrage list should great i think against tau. Salamanders I think would do great with 3 drop pods and 3 dreads with multi-melta and flamer setup. those are some tac setups for some marine variants that i can think of off the of my head.
yah i think shooting them alot and then assaulting them is a good idea. BA players should think of this stuff.
It's almost as if that's a standard Blood Angels list, meaning it's been tried by most Blood Angel players already...
Well, the last time I played against my roommate and he used his Angels, he didn't use any miniatures. Just a empty list. If only he had this info, he might have done better!
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Post by: davou
AtoMaki wrote: davou wrote:
In what backwards world are you living if you think there is no utility at all in the units I've suggested beyond killing tau?
In a highly competitive one, full with min-maxed tournament armies and smart WAAC players  .
davou wrote:
But if all your interested in is not having someone knock the pillowfort you've built around hating on this round of meta-shift, then by all means shut the hell up.
Hey, chill, I've never said that I hate anything with the Tau or the meta shift. I don't think that it is terrible only that it is unfair. Big difference. And you said that it is fair, because hey, random counters that either counter or not. And there, we had a disagreement.
I've had a couple of things to say in reply to some more recent posts here defending my previous arguments, but I've refrained... Just thought I'd post now to humble myself an apologize for spitting vitriol earlier; Its easy to forget sometimes that Dakka is a different place than reddit or 4chan. I owe you and at least two other people Sorrys.
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