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Made in us
Water-Caste Negotiator





Issaquah, Washington

Nasty tricks welcome.

Not looking for a gimmick, but just a lot of little tactical tricks to pull from unexpected directions .

Think of it as a creative exercise. The idea is to have a arsenal of low point cost tricks that could have big impact when opportunity knocks.




4000pts Vior'la
 
   
Made in us
Lustful Cultist of Slaanesh




A suicide shas o' w/ twin fusion and shield generator. And 15 piranhas

Heavy Bolter: 36" 5 4 Heavy 3- Do not disturb

2500pts~ Mentors Legion
1500pts~ Rouge guard
3500pts~ Ultramarines' Fallen 8th Assault Company, Now with Nurgle like Space Wolves!!
2500+pts~

 
   
Made in us
Plummeting Black Templar Thunderhawk Pilot





Put as many makerlights as you can on a squad, and then shoot it till you have killed 25% so they have to take a moral check. Then use the makerlights to lower his leadership and watch the unit run!! I have done this to Assault Marines, Terminators, Paladins, and scoring troops to get them to leave the objective on the 5th round
   
Made in us
Water-Caste Negotiator





Issaquah, Washington

NICE! Who needs railguns....not quite a low point suprise but
A suicide shas o' w/ twin fusion and shield generator. And 15 piranhas

I'd change the Shas'o though

1850pts
155pts HQ Shas'el BC, MP, HWMT, BK, HWDC, STIM INJ, IA, x2 Shield drones, PosR
145pts Troops x6FW with Devilfish DP
145pts Troops x6FW with Devilfish DP
70pts Troops x10 Kroot
445pts Fast x5Piranha x5 FB x5 TA x5 DP x5 FD x4 TL
445pts Fast x5Piranha x5 FB x5 TA x5 DP x5 FD x4 TL
445pts Fast x5Piranha x5 FB x5 TA x5 DP x5 FD x4 TL




Automatically Appended Next Post:
Put as many makerlights as you can on a squad, and then shoot it till you have killed 25% so they have to take a moral check. Then use the makerlights to lower his leadership and watch the unit run!! I have done this to Assault Marines, Terminators, Paladins, and scoring troops to get them to leave the objective on the 5th round

It just lowers it for pinning tests..

This message was edited 2 times. Last update was at 2012/04/07 02:44:43



4000pts Vior'la
 
   
Made in ca
Smokin' Skorcha Driver




Canada

Well, it's not exactly low cost... but it is fun and with a little bit of luck it can work wonders.

Step 1: Take Shadowsun.
Step 2 (optional): Take a positional relay so that you can bring in one unit from reserve on a 2+ on turn 2
Step 3: Pathfinder devilfish.

Now you have a pair of BS5 fusion blasters that can deepstrike in on turn two with re-rolls for scatter.
It's not the cheapest way to deal with tanks, and it's not the most powerful trick you can pull, but I personally enjoy it quite a bit. I have used this to kill land raiders, demolishers, vindicators, dreads, landspeeders, predators, broadsides... It's really a lot of fun. And if your opponent doesn't deal with her (this is where the stealth field makes more laughs), then you get to hop around melting tanks .

tgjensen wrote:
labmouse42 wrote:Another problem is the abject masculinity of the game. Nearly every character I've read about has the emotional range of a turnip. Hate, Anger, Fear, Loyalty, and Worship. That's about it.

Christ, where do you buy your turnips?
 
   
Made in us
Fireknife Shas'el





United States

Well, let's see, aside from being the sstar of the movie "Railguns 2: Hurrail for Railguns," there's the many Markerlight shenanigans you can pull off, such as removing cover saves so a vehicle can't get a save against your railguns, lower Ld to make squads fall back, and focusing fire with extra BS.

Also, want to ruin a Necron players day? Bring Blacksun Filters, Seeker MIssiles, and Smart Missile Systems. Night Fighting doesn't matter when your Broadside unit can see 60" and their other weapon disregards the rule entirely.
   
Made in au
PanOceaniac Hacking Specialist Sergeant




Lake Macquarie, NSW

This batrep has some tactics:

http://www.dakkadakka.com/dakkaforum/posts/list/433516.page

"Going to war without France is like going deer hunting without your accordion."
-Norman Schwartzkopf

W-L-D: 0-0-0. UNDEFEATED 
   
Made in ca
Depraved Slaanesh Chaos Lord





Use your entire army to rush your opponent and assault. NOBODY will expect that.
   
Made in us
Lustful Cultist of Slaanesh




Also taking max fire warriors... No one is safe from thr many str 5 hits... Esspecially paladins! But parking lots aren't safe against those pirhannas

Heavy Bolter: 36" 5 4 Heavy 3- Do not disturb

2500pts~ Mentors Legion
1500pts~ Rouge guard
3500pts~ Ultramarines' Fallen 8th Assault Company, Now with Nurgle like Space Wolves!!
2500+pts~

 
   
Made in gb
Fixture of Dakka






Dorset, Southern England

azazel the cat wrote:Use your entire army to rush your opponent and assault. NOBODY will expect that.


True that

BlapBlapBlap: bringing idiocy and mischief where it should never set foot since 2011.

BlapBlapBlap wrote:What sort of idiot quotes themselves in their sigs? Who could possibly be that arrogant?
 
   
Made in ca
Smokin' Skorcha Driver




Canada

Well, back when Aun`Shi was still around that was a viable option!

tgjensen wrote:
labmouse42 wrote:Another problem is the abject masculinity of the game. Nearly every character I've read about has the emotional range of a turnip. Hate, Anger, Fear, Loyalty, and Worship. That's about it.

Christ, where do you buy your turnips?
 
   
Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

1: Put emp grenades on useless fire warriors, ignore charging dreadnought, kill with emp when it charges you.

2: Take tons of kroot, pepper enemy from all sides with hordes of 20 rapid fire shots and/or assault vehicles with rear armor 10

3: Take two small units of fire warriors in a devilfish, then take 15 piranhas and as many stealth suits with marker lights as you can. Run no railguns.

4: Put down the space pope and another ethereal. Max out battlesuits setup for melee (flamers and fusion) and then max out broadsides. Get space pope killed (walk toward enemy), with other ethereals leadership re-rolls get entire army with str 6 on the charge and perferred enemy.

5: Fly vehicles on top of your wrecked vehicles to make all charging enemies take dangerous tests. Add sensor spines and flechette launchers for more laughs.

6: Use one HQ with a relay and shadowsun, reserve entire army, call in shadowsun first, railguns next, turn 5 show up with whole army. Works best if you go second.

7: Take 9 broadsides with 2 shield drones each. Add ethereal to one for fearless and re-rolls, fear nothing.

8: Take stealth suits with 2+ maker drones and a markerlight, run all the seeker missiles you possibly can. Play tau: airstrike edition

9: Take battlesuit HQ with all the defensive upgrades(iridium, stim, ect) and two bodyguards and 6 shield drones, place in front of army, draw all fire, put failsafe detonator on one suit, get last laugh

10: Make all your firewarriors the crouching kind, shoot under devilfishes with long flight stands.

Desert Hunters of Vior'la The Purge Iron Hands Adepts of Pestilence Tallaran Desert Raiders Grey Knight Teleport Assault Force
Lt. Coldfire wrote:Seems to me that you should be refereeing and handing out red cards--like a boss.

 Peregrine wrote:
SCREEE I'M A SEAGULL SCREE SCREEEE!!!!!
 
   
Made in us
Water-Caste Negotiator





Issaquah, Washington

Use your entire army to rush your opponent and assault. NOBODY will expect that.

Been playing with the idea of giving pathfinders EMP grenades for a first turn alpha strike scout up 12" drop pathfinders, move 6" assault 6" BAM auto hit vehicle. Block the doors of landraider to try to force a emergancy disembark, destroy an entire squad of LR....any way you shake it thier plan against you goes out the window.



Automatically Appended Next Post:
Dheneb wrote:This batrep has some tactics:

http://www.dakkadakka.com/dakkaforum/posts/list/433516.page

I've been following this one

This message was edited 2 times. Last update was at 2012/04/07 17:40:00



4000pts Vior'la
 
   
Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

Tun_Tau wrote:
Use your entire army to rush your opponent and assault. NOBODY will expect that.

Been playing with the idea of giving pathfinders EMP grenades for a first turn alpha strike scout up 12" drop pathfinders, move 6" assault 6" BAM auto hit vehicle. Block the doors of landraider to try to force a emergancy disembark, destroy an entire squad of LR....any way you shake it thier plan against you goes out the window.



You have to stay over 12 inches away after scout moving, meaning you can't actually pull that off without fleet.

Desert Hunters of Vior'la The Purge Iron Hands Adepts of Pestilence Tallaran Desert Raiders Grey Knight Teleport Assault Force
Lt. Coldfire wrote:Seems to me that you should be refereeing and handing out red cards--like a boss.

 Peregrine wrote:
SCREEE I'M A SEAGULL SCREE SCREEEE!!!!!
 
   
Made in us
Gore-Soaked Lunatic Witchhunter







Just for the hell of it, abuse the fact that people in transports can't fail Morale tests. Make an Apocalypse army with as many Fire Warriors as you can possibly use, deploy them all way back away from the enemy in a Rapid Redeployment Force swarm of Devilfishes, then dump Aun'Va right out in the open. The other guy kills Aun'Va, all your Fire Warriors get Preferred Enemy and Furious Charge, then you use your Strategic Redeployment to rush him with an insane number of suicidally angry Fire Warriors.

Alternate: Manta.

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in us
Water-Caste Negotiator





Issaquah, Washington

juraigamer wrote:
Tun_Tau wrote:
Use your entire army to rush your opponent and assault. NOBODY will expect that.

Been playing with the idea of giving pathfinders EMP grenades for a first turn alpha strike scout up 12" drop pathfinders, move 6" assault 6" BAM auto hit vehicle. Block the doors of landraider to try to force a emergancy disembark, destroy an entire squad of LR....any way you shake it thier plan against you goes out the window.



You have to stay over 12 inches away after scout moving, meaning you can't actually pull that off without fleet.


Place full 12"+12" scout move+6"move+6" assault =36" threat range instead of 38". Might still pull it off, just a heck of a lot of variables to ever make it "The Plan" but could you imagine their face?


4000pts Vior'la
 
   
Made in us
Ancient Space Wolves Venerable Dreadnought




The oceans of the world

AnomanderRake wrote:Alternate: Manta.


That's always an option. Even if you don't play Tau.
   
Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

Tun_Tau wrote:

Place full 12"+12" scout move+6"move+6" assault =36" threat range instead of 38". Might still pull it off, just a heck of a lot of variables to ever make it "The Plan" but could you imagine their face?


It's not possible on the first turn. You must remain over 12 inches away, which means unless you can move over 12 inches on your first turn, you cannot assault after getting in close with a scout move. Since tau have no assault transports, the best you could do is outflank with the fish and move in 12, next turn let them out, move 6 assault 6.

Desert Hunters of Vior'la The Purge Iron Hands Adepts of Pestilence Tallaran Desert Raiders Grey Knight Teleport Assault Force
Lt. Coldfire wrote:Seems to me that you should be refereeing and handing out red cards--like a boss.

 Peregrine wrote:
SCREEE I'M A SEAGULL SCREE SCREEEE!!!!!
 
   
Made in us
Shadowy Grot Kommittee Memba




The Great State of New Jersey

juraigamer wrote:
Tun_Tau wrote:

Place full 12"+12" scout move+6"move+6" assault =36" threat range instead of 38". Might still pull it off, just a heck of a lot of variables to ever make it "The Plan" but could you imagine their face?


It's not possible on the first turn. You must remain over 12 inches away, which means unless you can move over 12 inches on your first turn, you cannot assault after getting in close with a scout move. Since tau have no assault transports, the best you could do is outflank with the fish and move in 12, next turn let them out, move 6 assault 6.


Dude you're wrong. You start 12" from your table edge right? Then you move forward 12" as part of your scout move and rotate the devilfish around so the access points are at the 24" line (which puts you 24" from your table edge, I.E. centerfield). In your turn you disembark your models 2" away from the access point. Your pathfinders then move 6" and assault a further 6" in the assault phase. In other words,you have a 38" threat range from your own table edge, meaning that any vehicle placed within 2" of the leading edge of your opponents deployment zone is potentially at risk. The chances of this realistically happening are slim to none however.

CoALabaer wrote:
Wargamers hate two things: the state of the game and change.
 
   
Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

You cannot move within 12 inches of any enemy models while doing a scout move. This includes disembarkation. Look up the scout rules if you disagree, it says it right there.

Nothing without a potential movement and assault rage of 13+ inches can assault first turn after scout moves.

Desert Hunters of Vior'la The Purge Iron Hands Adepts of Pestilence Tallaran Desert Raiders Grey Knight Teleport Assault Force
Lt. Coldfire wrote:Seems to me that you should be refereeing and handing out red cards--like a boss.

 Peregrine wrote:
SCREEE I'M A SEAGULL SCREE SCREEEE!!!!!
 
   
Made in us
Drop Trooper with Demo Charge





You don't disembark during the scout move, you do it during your movement phase, so at the beginning of your movement phase, your transport is 12.1" away from the opponent's vehicle, you disembark 2", move 6", assault 6", for a total of 14", more then enough to make it.

Hyades 1st 5000 Hive Fleet 5000 Iyanden 2500
Ordo Hereticus retinue 3000 Farsight Enclave 5000 Ahriman's Guard 2000
Salamanders 3000
Blackmane's Best 2500 
   
Made in us
Longtime Dakkanaut





Gulf Breeze Florida

My favorite tactic is to castle up and pop tansports while they come to my castle.

If any transports make it before my lines, Move the Devilfishes 12( and hopefully OVER the enemy transport), drop Fire Warriors, Rapid fire in Read Armor. Now fire every single battlesuit at the freshly de-meched troops.


This is amazingly effective for me, but YMMV.


 
   
Made in us
Water-Caste Negotiator





Issaquah, Washington

I fear juraigamer is right after some more thought. Thank you for catching that.
It would land just short of working 1st turn.
How do people feel about blocking exits on transports? Piranha have the range to pull off the block, squadroned could surround it possibly. You could either cause an emergancy disembark pinning the troops inside for a turn or ,if they dont have the room to deploy, fry most if not all the troops inside.


Automatically Appended Next Post:
Iur_tae_mont wrote:My favorite tactic is to castle up and pop tansports while they come to my castle.

If any transports make it before my lines, Move the Devilfishes 12( and hopefully OVER the enemy transport), drop Fire Warriors, Rapid fire in Read Armor. Now fire every single battlesuit at the freshly de-meched troops.


This is amazingly effective for me, but YMMV.

Nice !


Automatically Appended Next Post:
Shivan Reaper wrote:You don't disembark during the scout move, you do it during your movement phase, so at the beginning of your movement phase, your transport is 12.1" away from the opponent's vehicle, you disembark 2", move 6", assault 6", for a total of 14", more then enough to make it.

You can not assault the same turn you disembark from a devilfish:(

This message was edited 3 times. Last update was at 2012/04/08 04:44:23



4000pts Vior'la
 
   
Made in us
Drop Trooper with Demo Charge





Correct me if I am wrong, as I don't have the rule book in front of me and haven't played in ~6 months due to deployment, but shouldn't they still be able to assault as long as the transport hasn't moved in the current player turn before they disembark?

Hyades 1st 5000 Hive Fleet 5000 Iyanden 2500
Ordo Hereticus retinue 3000 Farsight Enclave 5000 Ahriman's Guard 2000
Salamanders 3000
Blackmane's Best 2500 
   
Made in us
Shadowy Grot Kommittee Memba




The Great State of New Jersey

That was my understanding of the rule

CoALabaer wrote:
Wargamers hate two things: the state of the game and change.
 
   
Made in us
Water-Caste Negotiator





Issaquah, Washington

Correct me if I am wrong, as I don't have the rule book in front of me and haven't played in ~6 months due to deployment, but shouldn't they still be able to assault as long as the transport hasn't moved in the current player turn before they disembark?

I'll have to look again! I would very much like to see it a viable option


4000pts Vior'la
 
   
Made in us
Fireknife Shas'el





United States

Tun_Tau wrote:
Correct me if I am wrong, as I don't have the rule book in front of me and haven't played in ~6 months due to deployment, but shouldn't they still be able to assault as long as the transport hasn't moved in the current player turn before they disembark?

I'll have to look again! I would very much like to see it a viable option
It is, actually. If the Transport has not moved yet in the current turn, the passengers may disembark/shoot/assault as normal. The plan would work.
   
Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

Provided you didn't deploy your pathfinders, you could gain up to 3 inches of movement. The issue was with deploying the pathfinders in the scout phase, which can be done as the scout phase allows a normal move.

Desert Hunters of Vior'la The Purge Iron Hands Adepts of Pestilence Tallaran Desert Raiders Grey Knight Teleport Assault Force
Lt. Coldfire wrote:Seems to me that you should be refereeing and handing out red cards--like a boss.

 Peregrine wrote:
SCREEE I'M A SEAGULL SCREE SCREEEE!!!!!
 
   
Made in us
Water-Caste Negotiator





Issaquah, Washington

Drop the rear door when you deploy and gain a few more inches
and after you drop them the transport is free to make its own seperate move, cutting the losses that would happen.
Going to have to try this out, possibly today, if opputunity knocks.
Would only work once agaisnt someone, but then your dictating the opponents deployment and can possibly exploit that
Situational, but a nice quick dirty tactic vs. high value targets.

So other ideas or notions?
The more we come up with the better








4000pts Vior'la
 
   
Made in us
Sneaky Sniper Drone



Cincinnati, Ohio

Not sure if this is a little trick, but get like 3 or 4 Piranha's and surround like I don't know a Land Raider full of termies or something like that, then make sure that the Piranha's are close enough to still be legally far away but also so that the termies cannot get out. Hit it with a railgun and watch the Land Raider and all the termies get destroyed and then look at your opponents face it's pretty priceless
   
 
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