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![[Post New]](/s/i/i.gif) 2009/04/11 02:30:16
Subject: Re:Ninja Tau
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Infiltrating Hawwa'
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jariksolo wrote:Um the whole point of ninja tau is to have a positional relay and id drop a fw squad for a maxed ot krrot with hounds squad
another thing about ninja tau is by the time your whole army comes on they should be right on top of your deployment zone so you can walk on the firewarriers on a rapid fire them to death (3 fire warrier squads and a kroot squad rapid firing on a berzerker squad with abadon equals abadon alone) you have enough shots to kill the stuff that makes it close to you
Position relay is useless if the first unit your use to "Outflank" is the Pathfinder squad. The Pathfinder Devilfish allows re-rolling Deepstrike rolls, as long as the Devilfish has LOS to the drop zone.
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![[Post New]](/s/i/i.gif) 2009/04/11 05:37:33
Subject: Ninja Tau
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Land Raider Pilot on Cruise Control
Australia
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Che-Vito you're just being an idiot.
The whole point of ninja tau is that nothing comes on the board until turn 4 or 5. I fail to see how you're going to keep your fire warriors off the board until turn 4 or 5, nor how they're going to be at all useful as equipped when they do come on the board.
Make your own thread with your own tactic for your army list, this is a ninja tau thread.
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109/20/22 w/d/l
Tournament: 25/5/5 |
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![[Post New]](/s/i/i.gif) 2009/04/11 06:48:52
Subject: Ninja Tau
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Infiltrating Hawwa'
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onlainari wrote:Che-Vito you're just being an idiot.
The whole point of ninja tau is that nothing comes on the board until turn 4 or 5. I fail to see how you're going to keep your fire warriors off the board until turn 4 or 5, nor how they're going to be at all useful as equipped when they do come on the board.
Make your own thread with your own tactic for your army list, this is a ninja tau thread.
Hey, chill out man. I did my best to get a sense of what you were talking about, and put it into an army list. A good part of this army is either Deepstriking, Outflanking, or can be put in Reserve. Is that not what you were aiming for?
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![[Post New]](/s/i/i.gif) 2009/04/11 14:43:32
Subject: Re:Ninja Tau
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Regular Dakkanaut
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Yes thats part of it but the biggest part is having all your stuff coming oin to do maximum damage in a limited amount of turns so your opponent cant do much to stop you
if you go second you will have one more turn of shoting then your opponent with your main force and if you use your reserves lke a tool box you can pop the bigest threats early yes the deepstriking and outflanking helps becuase you have your units coming in from the sides or behind enemy lines positional relay is immensly powerful for its points
i used a small variation on it (variation part did horibly) and becuase of the relay i had my fws contest an objective second to last turn so his landraider full of terminators had to come back to help kill the fws the devilfish and the drones so my necron partner and my stealth suits could capture the other objective and tie the game
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i play bro plays
1100points
2500points
bros :1200 points |
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![[Post New]](/s/i/i.gif) 2009/04/13 02:41:06
Subject: Re:Ninja Tau
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Infiltrating Hawwa'
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jariksolo wrote:Yes thats part of it but the biggest part is having all your stuff coming oin to do maximum damage in a limited amount of turns so your opponent cant do much to stop you
if you go second you will have one more turn of shoting then your opponent with your main force and if you use your reserves lke a tool box you can pop the bigest threats early yes the deepstriking and outflanking helps becuase you have your units coming in from the sides or behind enemy lines positional relay is immensly powerful for its points
i used a small variation on it (variation part did horibly) and becuase of the relay i had my fws contest an objective second to last turn so his landraider full of terminators had to come back to help kill the fws the devilfish and the drones so my necron partner and my stealth suits could capture the other objective and tie the game
So, simply put, the only change I would need to make to my army is to keep the Fire Warrior squads in Reserve, and have the Deep Strike/Outflank units come in on turn 4.
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![[Post New]](/s/i/i.gif) 2009/04/15 06:14:32
Subject: Ninja Tau
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Fireknife Shas'el
All over the U.S.
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Tried it today, with my own personal twist. I'm not going to give a complete report because the game had to end at the bottom of the 4th due pressing matters IRL.
I can tell you that I was playing an annihilation match against a warpspider spam list backed up by Avatar, infiltrating Striking Scorps, Banshees w/wave serp, DA w/wave serps, and a falcon.
At the bottom of the 4th KP were about even and all of his troops were stranded in one corner of my deployment zone with out any transports and I had the bulk of my army sitting where he started.
He had 2 Striking sorps , 3 banshees , 6 dire avengers, A stunned Falcon, his avatar w/ wounds on it, a guardian squad and 3 warpspider squads left one of which was about half strength.
Every unit I had left on the board was still untouched except for the pirahnas that had suffered a weapon destroyed result. My ionhead, railhead, Crisis command squad, Fusion/plas crisis elite, Pathfinders, FW troop with transport were untouched and at range. My broadsides were in HtH with the remaining Scorps. He finally ate my kroot bullet shield bottom of turn 3. Finished my footslogging firewarriors bottom of turn 4 and locked my broadsides at the same time.
I have no doubt that if I could have finished the game that I would have pulled a KP victory against the eldar if not tabling him.
This was my first time playing a full Ninja Tau list and I must say that I like its potential.
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Officially elevated by St. God of Yams to the rank of Scholar of the Church of the Children of the Eternal Turtle Pie at 11:42:36 PM 05/01/09
If they are too stupid to live, why make them?
In the immortal words of Socrates, I drank what??!
Tau-*****points(You really don't want to know) |
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![[Post New]](/s/i/i.gif) 2009/04/23 06:29:42
Subject: Ninja Tau
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Fireknife Shas'el
All over the U.S.
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Update- The ninja tau strategy is surprisingly effective. I have found one fatal flaw, though. It deals with having a certain type of person for an opponent.
When you are in a timed game and your opponent (intentionally?) drags his feet. If the game ends on turn 4 your not really in position to do much about it when the game is called. With this strategy it should never happen but it has already happend once to me.
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Officially elevated by St. God of Yams to the rank of Scholar of the Church of the Children of the Eternal Turtle Pie at 11:42:36 PM 05/01/09
If they are too stupid to live, why make them?
In the immortal words of Socrates, I drank what??!
Tau-*****points(You really don't want to know) |
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![[Post New]](/s/i/i.gif) 2009/04/23 18:51:45
Subject: Re:Ninja Tau
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Regular Dakkanaut
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Personally I like you're style of play it goes to the very bases of a tau army where you depend on you're deployment.
But this is the way i like to play infiltrate your stealth suits have board sides in the back with 3 fir warriors squads with devilfishes have the fire warriors out of the transports and shoot the piss out of the them then load up the fire warriors and run away really fast to a safe part of the board drop out and shoot.
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Sleep now in my Bolter Fire. |
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![[Post New]](/s/i/i.gif) 2009/06/21 07:10:47
Subject: Re:Ninja Tau
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Guarding Guardian
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I have a question.  How do you keep your reserves from entering until the later game? The way i read the reserve rules on page 94 of 5th edition, you have to roll for every unit in reserve and deploy all units that pass.
"Once all of the units have been rolled for, the player picks any one of the units arriving and deploys it, moving it onto the table as described later. Then he picks another unit and deploys it, and so on until all arriving units are on the table. The player may then proceed to move his other units as normal."
Sounds to me like we really don't have any control over when reserve units arrive.
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![[Post New]](/s/i/i.gif) 2009/06/21 07:28:57
Subject: Ninja Tau
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Rampaging Carnifex
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Simple, the pos relay on the commander, read the tau empire codex, that piece of wargear prevents all other reserves roles allowing only one squad chosen by the player to come in, without scattering I think... nope still scatter, but man can it frustrate opponents.
Played a blood angels force the other day, was landin people all over the damn place, he scattered his units everywhere, and by the end I literally forced him back to his table edge with one landraider transport with no weapons, and had my fire warriors march up the field and finish him off. Tabled him, and he only killed one full squad of crisis suits...
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Armies I play:
-5000 pts
-2500 pts
Mechanicus -1850 pts |
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![[Post New]](/s/i/i.gif) 2009/06/21 07:46:37
Subject: Re:Ninja Tau
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Fresh-Faced New User
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I have played against ninja tau a few times, as well as teamed up with it in a team game, I have to say I am not impressed in general but I can see some game winning combos, it is deffinantly not a simple strategy and you really need the right units to make it work. Kroot coming on the edge of the table does not work, I have had 2 marines beat 20 kroot in hand to hand when they tried this, and have seen them roll 3 consecutive 1's for there reserve rolls on turn 4. Its a high risk army but has potential, If I was to play tau I would not use this method as I have not seen is successfully used once since there are so many things that can go wrong with it, drop pods will smoke the tau commander on the first turn and alot of things can screw up the carefull planning it takes to make it work.
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![[Post New]](/s/i/i.gif) 2009/06/21 07:47:52
Subject: Ninja Tau
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Guarding Guardian
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gameandwatch wrote:Simple, the pos relay on the commander, read the tau empire codex, that piece of wargear prevents all other reserves roles allowing only one squad chosen by the player to come in, without scattering I think... nope still scatter, but man can it frustrate opponents.
Played a blood angels force the other day, was landin people all over the damn place, he scattered his units everywhere, and by the end I literally forced him back to his table edge with one landraider transport with no weapons, and had my fire warriors march up the field and finish him off. Tabled him, and he only killed one full squad of crisis suits...
Wow, i never noticed that last half sentence before. thanks.
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![[Post New]](/s/i/i.gif) 2009/06/21 13:46:07
Subject: Re:Ninja Tau
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Boom! Leman Russ Commander
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I've played quite a few games with ninja Tau, and it does work pretty well for the standard missions. One of its major draws, is that it messes with your opponent, he doesn't know where or when you will hit, you may even delay until turn 5. When combined with a small, but deadly firebase of broadsides, your enemy must engage them or loose all his tanks, so you can herd him by firebase placement. It is a very risky tactic, but incredibly fun to play, as it is totally different from every other tactic, and you don't have to rely on spamming stuff, which makes the army much more interesting.
As for 20 kroot loosing to 2 marines, it can happen, but that is just horrible luck. I had similar experience against deathwing, with my 20 kroot first shooting down 2 termies, leaving one, then next round, they charged him and totally fluffed, leaving the objective contested
I had plans about using it in a tournament, but because of different missions, where I have to control 4 objectives or win by 6+ KP's to gain a massacre, this tactic don't work :(
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![[Post New]](/s/i/i.gif) 2009/06/21 14:14:28
Subject: Re:Ninja Tau
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Archmagos Veneratus Extremis
Home Base: Prosper, TX (Dallas)
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Illumini wrote:I had plans about using it in a tournament, but because of different missions, where I have to control 4 objectives or win by 6+ KP's to gain a massacre, this tactic don't work :(
And this would be one of my major concerns. I have no doubt that I could win by tweaking this tactic but since most of the bigger tournaments are based around needing a massacre score to really keep you up in the standings I just don't see it as a truly viable big tourny build. Now a small tourney or for fun games sure. But when you need to score big or go home (ard boyz, some Indy GT's) then it might not be the best approach. That said i'm gonna give the list a little run just for fun in the near future
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Best Painted (2015 Adepticon 40k Champs)
They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016) |
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![[Post New]](/s/i/i.gif) 2009/06/21 14:29:23
Subject: Re:Ninja Tau
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Boom! Leman Russ Commander
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You definitively should give it a try for fun, it is my favorite way to play, and it feels just right for Tau
And I agree that it doesn't work well with a lot of the missions in tournaments, it could still do very well at the UK GT though, they are running standard missions
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![[Post New]](/s/i/i.gif) 2009/06/21 14:44:39
Subject: Ninja Tau
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Archmagos Veneratus Extremis
Home Base: Prosper, TX (Dallas)
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Yeah, in Eurppe I could see it since I hear it's straight win/loss/draw scoring.  It's a straight up nasty tactic for our european friends!
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Best Painted (2015 Adepticon 40k Champs)
They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016) |
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![[Post New]](/s/i/i.gif) 2009/06/21 15:43:58
Subject: Re:Ninja Tau
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Fixture of Dakka
Feasting on the souls of unworthy opponents
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I experimented with ninja tau about a 6-9 months ago when I first heard the idea of someone using a positional relay. I tried a few different ideas, and ultimately came to the conclusion that there were more effective Tau tactics. If you're playing this strategy, you might win a few games until your opponents realize what you're doing...but there's just too many easy ways to make this backfire.
1. Killing the Shas' el or Shas'o is obvious. a 3-4 wound suit with 2 shield drones sounds nice to you, but those are 3+ armor saves and 4+ invulnerable saves. As an ork player, if I dedicate just ONE troop choice of trukk boyz (152 points) to killing your commander (and I have a 27" assault range if I need it).....lets math this out with statistics.
A.) I run 13" up next to your commander and disembark. My trukk fires on you 3 times, statistically one hit which wounds on a three...you've got a 66% chance of saving it.
B.) My disembarked boyz shoot at you with their sluggas; 12 shots with BS2, STR4 gives 4 hits and 2 wounds. Statistically, you've failed one wound at this point. I don't care who you put it on.
C.) Boyz charge into you. 44 attacks, 22 hits, 11 wounds; you fail 3.6 of them. Both your drones are dead, and your commander has 1-2 wounds.
D.) My Nob strikes last at initiative 1; he gets 4 STR9 attacks with his powerklaw, hits two, wounds 2. If you gave your commander a shield generator, you have a 4+ invul. You fail one and instantly die.
Statistically, the smallest unit in my ork army can take down your HQ choice on the assault.
2. You can close down an enemy deployment zone with TWENTY models. Models have a 1" base and need to maintain 2" coherency, which means that you get a 3" effective control radius. If I line models up against your rear table edge, you can't deploy onto the table. Just to be safe (in case you bring outflanking stuff), I'm going to use two units and stack them double thick so that you can't snipe/kill a couple and open a hole to deploy through. Any models that can't deploy on the table are destroyed. Your tanks, your devilfish, your firewarriors, your broadsides...poof, its all instantly dead. By the end of turn 3 at the absolute latest (maybe turn 2 depending on mission), I can pretty much have my entire army blocking your deployment zone as deep as I need to in case you're going to try making a dumb argument like "vehicles can deploy over your heads to get on the table" or "I can tank shock into deployment." In fact, I should go ask about that in the "You make da call" section in a minute.
3. As previously mentioned...Tau trying to kill stuff off of an objective doesn't work so hot.
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There's more, but I'm not going to spend time on it; someone without the intelligence to grasp basic tactics as well as probabilities deserves what they get.
I'll just say this: Trying this strategy lets your enemy either get to the middle of the board or into your deployment zone without contest. Anytime that you're willing to feed your army to the enemy one unit at a time, you're asking to lose. Honestly, 90% of my wins are due to the simple fact that my opponents are willing to fight me piecemeal (as Ork or Tau). If we're playing 1850 points....you're fighting 200 points vs 1850. Then we have another battle that's 300 points vs. 1850. And so on. By the time your "main force" gets onto the board, its now 1000 points vs 1850.
Like I said; ninja tau is fun for a surprise victory, but is *NOT* a sustainable tactic, nor even a good one in any competitive fashion.
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![[Post New]](/s/i/i.gif) 2009/06/21 16:02:19
Subject: Ninja Tau
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Regular Dakkanaut
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My regular tau-playing friends uses this tactic every once in a while-I don't think its overpowered or anything, its just another strategy. He personally uses it just as another option vs some armies or to spice up a game. Like vs the orks above he probably wouldn't use it, but vs my guard in kill point games he likes to do it sometimes.
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This message was edited 1 time. Last update was at 2009/06/21 16:02:56
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![[Post New]](/s/i/i.gif) 2009/06/21 16:17:39
Subject: Re:Ninja Tau
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Wraith
O H I am in the Webway...
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Dashofpepper wrote:I experimented with ninja tau about a 6-9 months ago when I first heard the idea of someone using a positional relay. I tried a few different ideas, and ultimately came to the conclusion that there were more effective Tau tactics. If you're playing this strategy, you might win a few games until your opponents realize what you're doing...but there's just too many easy ways to make this backfire. 1. Killing the Shas' el or Shas'o is obvious. a 3-4 wound suit with 2 shield drones sounds nice to you, but those are 3+ armor saves and 4+ invulnerable saves. As an ork player, if I dedicate just ONE troop choice of trukk boyz (152 points) to killing your commander (and I have a 27" assault range if I need it).....lets math this out with statistics. A.) I run 13" up next to your commander and disembark. My trukk fires on you 3 times, statistically one hit which wounds on a three...you've got a 66% chance of saving it. B.) My disembarked boyz shoot at you with their sluggas; 12 shots with BS2, STR4 gives 4 hits and 2 wounds. Statistically, you've failed one wound at this point. I don't care who you put it on. C.) Boyz charge into you. 44 attacks, 22 hits, 11 wounds; you fail 3.6 of them. Both your drones are dead, and your commander has 1-2 wounds. D.) My Nob strikes last at initiative 1; he gets 4 STR9 attacks with his powerklaw, hits two, wounds 2. If you gave your commander a shield generator, you have a 4+ invul. You fail one and instantly die. Statistically, the smallest unit in my ork army can take down your HQ choice on the assault. 2. You can close down an enemy deployment zone with TWENTY models. Models have a 1" base and need to maintain 2" coherency, which means that you get a 3" effective control radius. If I line models up against your rear table edge, you can't deploy onto the table. Just to be safe (in case you bring outflanking stuff), I'm going to use two units and stack them double thick so that you can't snipe/kill a couple and open a hole to deploy through. Any models that can't deploy on the table are destroyed. Your tanks, your devilfish, your firewarriors, your broadsides...poof, its all instantly dead. By the end of turn 3 at the absolute latest (maybe turn 2 depending on mission), I can pretty much have my entire army blocking your deployment zone as deep as I need to in case you're going to try making a dumb argument like "vehicles can deploy over your heads to get on the table" or "I can tank shock into deployment." In fact, I should go ask about that in the "You make da call" section in a minute. 3. As previously mentioned...Tau trying to kill stuff off of an objective doesn't work so hot. ---------------------------------------------------------------------------------------------- There's more, but I'm not going to spend time on it; someone without the intelligence to grasp basic tactics as well as probabilities deserves what they get. I'll just say this: Trying this strategy lets your enemy either get to the middle of the board or into your deployment zone without contest. Anytime that you're willing to feed your army to the enemy one unit at a time, you're asking to lose. Honestly, 90% of my wins are due to the simple fact that my opponents are willing to fight me piecemeal (as Ork or Tau). If we're playing 1850 points....you're fighting 200 points vs 1850. Then we have another battle that's 300 points vs. 1850. And so on. By the time your "main force" gets onto the board, its now 1000 points vs 1850. Like I said; ninja tau is fun for a surprise victory, but is *NOT* a sustainable tactic, nor even a good one in any competitive fashion. Lets go ahead and sum that up: Tau's strength lies in brining it's whole arsenal of fire to bare. Why in god's name would you limit your superior fire to TWO TURNS! The tactic is beyond stupid, its not clever even, it's a waste. Oh yeah i'll keep my braodsides till turn 4-5 then i'll WAIT A SECOND! I could have been shooting for 4 TURNS! WOW! Good tactics bring your armies fire to bear: Baiting and trapping Denied Flank Alphastrike See the trend? Bringing a lot of firepower in one swoop, or to one potion of the army. The ONLY wins you will get is against people that don't realise what you are doing. If they simple hunker down on objectives or do as Dash said and just not let you even come in, then you lose! If they are stupid and sit in one corner of the table well no crap you'll win, they are stupid you would have one period! and actually that tactic might even work in KP missions!
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This message was edited 3 times. Last update was at 2009/06/21 16:20:20
He who fights with monsters might take care lest he thereby become a monster and if you gaze for long into an abyss, the abyss gazes also into you |
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![[Post New]](/s/i/i.gif) 2009/06/21 17:07:24
Subject: Ninja Tau
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Archmagos Veneratus Extremis
Home Base: Prosper, TX (Dallas)
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I slightly disagree w/the previous 2 posters. Is this a tactic that will nail down wins on a regular basis? Heck no!. It is a viable tactic for KP missions though. You'll generally trade a KP a turn with your opponent till turn 4-5 when you can just smash ahead. This is the only time I see this as extremely viable. In objective based missions i'd avoid this tactic. But the 15pts is worth it for that one game in 3.
As for not letting you come in that's silly. Most of the ninja style armies are based around mechanization (since this is the only way to get to objectives at the end of the game). Which means you can't block them out since they can just tankshock you off the table edge or deepstrike behind you.
As for your example Dash I agree even if it is way over simplified  But I still find it a viable for KP games.
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Best Painted (2015 Adepticon 40k Champs)
They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016) |
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![[Post New]](/s/i/i.gif) 2009/06/21 23:25:06
Subject: Re:Ninja Tau
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Boom! Leman Russ Commander
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Of course it has some weaknesses, the commander dying is one of them, this is not as critical for most lists as you would think, that only means you're playing in a more normal fasion. It is also not as easy as it seems to kill the commander, I've never lost him until he has done his job. Trukk-boyz are actually a pretty good counter, but then again, no-one said that your commander would never die. As I said, if it happens, you switch to a more mechanized warfare. Commanders can also be pretty damn hard, with 2+ save, shield drones and FnP (or even bodyguards if you go wild) You will probably also need 2x trukk-boyz to take the commander out, as he will be out of reach turn 1, and he or the other bait will kill AT LEAST 1 trukk, probably 2 (missile pod at BS4-5 and tl railgun)
As hulksmash said, blocking DZ is just silly, it is almost imposible to pull off, and wouldn't give you much, as most of the army deep-strikes or outflanks or is mounted. My only reserves that enter from the board edge are mounted FW's, can't stop them
Tau can't rely on out-shooting a lot of armies now, IG will smash a shooty Tau army, same with some marine-builds etc. Orks can weather the fire and assault the Tau to death etc. Tau are pretty weak when played normally. The point of this army, is that you hit the enemy at a few points, combining your fire on a couple units, knock him off the objective, take it, and if the game ends at turn 5, the enemy will have 0-1 turns to get the objectives back.
Tau can knock enemies off a few objectives, they just can't take them all, which is why this tactic doesn't work in a lot of tournaments. It relies too much on winning barely, by f.ex. having one more objective or a few more KP's
It is very good in a KP match, as the enemy only have maximum 2-3 turns to fire back after the Tau have knocked off some easy KP's, and more likely, 1-2. In the best conditions (Tau have second turn and game ends on turn 5), the enemy doesn't get to fight back at all
For the 1850 vs 200, 300 etc, well, you are facing a small army in the start. It will probably be composed off hard units in far-away places, away from objectives. If you send units after them, you will probably have to at least match their pts, probably more to kill them. (ex starting force at 1500: Commander + 2 drones, broadside + 2 drones, around 200pts) These units can take A LOT of fire with their 2+ saves, they will be in cover, they have shield-drones, command have FnP. They are vulnerable to assault, but both can knock out transports reliably. They will focus on taking out your mobility. Next turn, I send in my pathfinders on your flank, again away from an objective and away from your troops and unloading them in cover. You now have three targets to go for at totally different places, all of them are a threat that should be taken out. Next turn, I can drop in anything I need at that moment, where I need it, with a re-roll from the pathfinder fish. Still keeping troops spread out, probably away from objectives. This continues until turn 4 or 5, where I send in all forces to threaten/take as many objectives as I need. Your mobility will probably be crippled if you didn't go after any bait-units, and if you did, you will be all over the place, and mobility will still have suffered. You will struggle to mount a cohesive counter-attack, and your running out of time FAST.
As an example of the amount of mobility-killing such a list can pack: 1500pts, took out or immobilized 1x falcon, 2x prism and 3x serpent (still only a draw though - because of stupid placement of some suits, allowing Yriel to smash 5 suits alone  )
I have played like this many times, and even after my opponents learn what I do, they still struggle to counter me. It is however a high risk strategy, and with some bad luck at the wrong time, your win is a draw. In standard missions, I have not lost, but I've had a fair share of draws because of some critical errors on my part or just bad luck. It is NOT a forgiving tactic - one mistake, and your playing for a draw.
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![[Post New]](/s/i/i.gif) 2009/06/22 03:57:06
Subject: Re:Ninja Tau
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Fixture of Dakka
Feasting on the souls of unworthy opponents
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Winning and losing a game is half about the list, and half about how you play it. Personally, I am a huge fan of gunline Tau, and I dominate with them. The only thing that griefed me were deep-striking catachans, and those don't threaten me anymore since the new IG codex has done away with them. I win pretty much all the games I play with them, I win pretty much every tournament I play with them, and I use a gunline. I think a lot of Tau players don't understand how different units mesh with other units to create an actual "army" instead of a bunch of "units."
A mobile tau force in the hands of a good player can destroy anyone, and any list. A gunline tau force can do the same. Dual-lash lists don't scare me; when I run into them, both demon princes are dead in turn 1...two at the latest. IG tank madness doesn't scare me; 4-6 broadsides across two heavy support teams with a target lock on the team leader can take down 4 tanks (or a couple of land raiders) pretty easily. Horde armies don't scare me; between a fragmentation airburst launcher (suck it ork boyz) and massed firepower elsewhere in my army, combined with my ability to PIN 3-6 units of enemy stuff (presuming it isn't fearless) per turn....and the fact that MEQs, terminators, and Nidzillas evaporate under plasma and fusion fire...
Yeah, Tau dominate in good hands. I just happen to think that ninja tau is a one-trick pony that you can use against an opponent once while they aren't expecting it. I hope I get to play you.
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![[Post New]](/s/i/i.gif) 2009/06/22 04:53:06
Subject: Re:Ninja Tau
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Regular Dakkanaut
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yeh i like the sound of ninja tau and have tried it but it stinks at my lgs as we do team games so my team mate gets owned then it ends up being like 750 points vs 1850
gunline armys are good but so are ninja tau
ninja tau just a lil harder to use but it is a very fun list and the true versatility of ninja tau is you dont have to keep all your stuff in reserves for 15 points the option to put them in reserves is a bargain
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i play bro plays
1100points
2500points
bros :1200 points |
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![[Post New]](/s/i/i.gif) 2009/06/22 11:57:32
Subject: Re:Ninja Tau
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Boom! Leman Russ Commander
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Winning and losing a game is half about the list, and half about how you play it.
One of the awesome things with ninja tau, is that it takes this ratio down to about 20% list and 80% play. It allows for an army with no spamming that can still take on hard armies and win. This change in the ratio also means that it demands much more of the player, as said before, you don't have many mistakes to go on.
Personally, I am a huge fan of gunline Tau, and I dominate with them
Good for you, doesn't seem to be many people that successfully pull it off anymore.
A mobile tau force in the hands of a good player can destroy anyone, and any list. A gunline tau force can do the same
Yes, any army can destroy anyone else. The issue is that Tau are not a tier 1 army, they have some slightly overcosted options etc. I think shep said this earlier: Playing against IG, it will feel like it is 1750 IG vs 1500 Tau.
ombined with my ability to PIN 3-6 units of enemy stuff (presuming it isn't fearless) per turn
Not going to happen against any army statisticly
Yeah, Tau dominate in good hands. I just happen to think that ninja tau is a one-trick pony that you can use against an opponent once while they aren't expecting it. I hope I get to play you.
Would love that, I think ninja would do very well against a gunline, send me a PM if you're ever in Norway
yeh i like the sound of ninja tau and have tried it but it stinks at my lgs as we do team games so my team mate gets owned then it ends up being like 750 points vs 1850
Yeah, don't do this
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![[Post New]](/s/i/i.gif) 2009/06/22 15:16:21
Subject: Ninja Tau
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Fixture of Dakka
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I just don't see ninja Tau winning a big event... seems like another one trick pony.
G
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![[Post New]](/s/i/i.gif) 2009/06/22 15:22:39
Subject: Ninja Tau
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Archmagos Veneratus Extremis
Home Base: Prosper, TX (Dallas)
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It's because it can't GBF. Not in the US where we need massacres to get to the top tables. In europe though where it's just w/l/d set-up it's quite possible if it's played correctly.
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Best Painted (2015 Adepticon 40k Champs)
They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016) |
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![[Post New]](/s/i/i.gif) 2009/06/22 18:07:09
Subject: Re:Ninja Tau
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Fixture of Dakka
Feasting on the souls of unworthy opponents
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Illumini, I don't plan on getting to Norway anytime soon, but I honestly don't even remotely feel the need to put this one to the test. I can tell you how the game goes without having to even play it out. We're playing 1850, right? Lets say that you go first (I seem to lose this roll a lot)
Turn 1a: Your commander hops around the field getting into cover.
Turn 1b: My entire army (except for 4 broadsides) fire at your commander. I'm 100% sure that even with a 4+ coversave, 1500 points can kill two shield drones. Lastly, I use two of the markerlights I've stacked on you from my pathfinders, and drop your cover save to 6+. You then get four STR10 shots planted in your face. If you have a shield booster, you theoretically get to save two of them. Any of them insta-kill your commander. You're down an HQ choice, we'll say about 120 points (2 shield drones and weaponry)
Turn2a: You now begin rolling for reserves. Its a 4+, so you statistically will get 1/2 of your remaining 1700 points or so. 850 of your points come on the board and shoot at my stuff.
Turn2b: 1850 points unload long range firepower onto your 850 points. I might not kill it all, but I'm going to get lots and most of it. Between three sniper teams, pathfinders, and your base leadership 7, I *will* pin anything I can first, then kill everything else.
Turn3a: You get 3/4 of your remaining army, or about 650 points. You plink some more, I probably lose a few drones on suit teams, maybe even a devilfish somewhere.
Turn 3b: We re-enact turn 2. My entire army shoots at a piece of your army, causing massive destruction.
Turn4a: You get your last unit or two on the board, and its now 300 points vs 1500 points (I have to presume you've killed at least *something*)
I can play the same scenario out with any army that I might take against ninja tau. No matter what happens, since I know what you're doing, your commander dies, you have to roll for reserves, and I'm either...
1. Killing your stuff from range piecemeal
2. In your deployment zone, slavering, waiting for you to come off the edge so that I can assault/melta/anything else you.
The strategy sucks.
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![[Post New]](/s/i/i.gif) 2009/06/23 02:46:10
Subject: Ninja Tau
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Archmagos Veneratus Extremis
Home Base: Prosper, TX (Dallas)
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That's a little of an oversimplification Dash and only works if there is no LOS blocking terrain. The local clubs around here (since they ran 2 indy gt's this year) got heavily into making 5th edition terrain. I wouldn't be as easy as you think.
But I think it's only a viable option on KP missions anyway. I'd never use it in a tourney for anything but that since I wouldn't win hard enough to place even if it did work
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Best Painted (2015 Adepticon 40k Champs)
They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016) |
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![[Post New]](/s/i/i.gif) 2009/06/23 03:50:43
Subject: Re:Ninja Tau
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Fixture of Dakka
Feasting on the souls of unworthy opponents
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Hulk, we're talking about Tau.  There's plenty of smart missiles (and a few seeker missiles) in any army list I make.
You're talking about meticulously hiding a commander and two shield drones behind / in terrain in such a way that nothing anywhere can see even an antennae? I don't really see too much of that happening.
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![[Post New]](/s/i/i.gif) 2009/06/23 05:11:53
Subject: Ninja Tau
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Archmagos Veneratus Extremis
Home Base: Prosper, TX (Dallas)
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Pretty sure the rules say that you have to see the body of the model. Attenaes, swords, gun tips, banners, and such don't count as being able to see the model.
And as for that there is a lot of terrain in the Los Angeles area that would allow you to do just that  Lots of nice solid closed walls and larger buildings designed to make people have to move around though it does provide some nice firing lanes and sometimes funnels heavy mech armies.
But even if I did use this tactic it would be with a squad, not with an HQ or maybe an HQ w/a bodyguard but those are expensive
I'm not denying that a good general can counter this but it's another trick in the bag and worth the 15pts somewhere...hehe
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Best Painted (2015 Adepticon 40k Champs)
They Shall Know Fear - Adepticon 40k TT Champion (2012 & 2013) & 40k TT Best Sport (2014), 40k TT Best Tactician (2015 & 2016) |
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