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Made in gb
Drone without a Controller




Tadcaster

Hi

I need help with my tau I want to having a three way battle between my tau an ork army and a dark eldar army.
I know the orks will bring battlewaggens and as many boyz as he can to charge and swamp me in close combat
And the dark eldar likes to use venoms to speed around the board outflanking and drenching me in poison shots
So I need advise on weather to load up with fire warriors and cadre fireblaine behind an aegile defence line with an Icarus lascannon
And let my enemy's run into a hail storme of pulse fire or do I have a mobile army of stealth and crisis suit who can jump shot jump?

All feed back is welcome we normaly have 500-1000point army's

Thanks in advance for your help
   
Made in us
Legendary Master of the Chapter






Get some long range hard hitting weapons to pop your opponents vehicles at range and make them foot slog which will give your FW plenty of time to whittle them down.

I'm thinking multiple broadsides with rails (that's my preference anyway) a bunch of crisis suits with missile pods or some rail head with submissions.

 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in gb
Drone without a Controller




Tadcaster

Cheers for the feed back I thought maybe a riptide with ion acc for range and power plus a big target might draw some fire
   
Made in us
Legendary Master of the Chapter






 Afro Tau wrote:
Cheers for the feed back I thought maybe a riptide with ion acc for range and power plus a big target might draw some fire


You could nova charge an ion for Ordnance which if your Dark eldar player isnt that smart and clumps up his venom close, and you have a decent amount of marker light support can maybe destroy multiple at a time.
(Auto glance and 2+ on the vehicle chart for ap2 and open top) AND 2d6 for pen roll picking the highest. and ether way even if you fail nova you can st 8 blast or st 7 3 shot a single one which will have a decent chance at pen ing.

This message was edited 1 time. Last update was at 2013/06/14 18:23:50


 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Longtime Dakkanaut





Saratoga Springs, NY

True, but a Riptide is very expensive if all you're using it for is a fire magnet. I think the ion riptide is good in pretty much any list though. Especially if there's tons of ork boyz or dark eldar clustered up after you popped their transport (can you say "overkill"). This is one of the times where smart missile system might actually be the best choice for secondary weapon on your riptide. For support systems, I always like the stimulant injector even though it's incredibly expensive, although that is more useful on a burst cannon riptide. Remember, if you can get it up to BS 6 then you get to re-roll the gets hot dice.

Hammerhead railgun with submunitions is another great combo vehicle/horde sweeper. I think longstrike would be a good buy. With the front armor on those battlewagons you need all the help you can get.

I would really really want missile broadsides for weight of fire and utility after transports are gone, but the range makes that a no-go. Stick with rails for general transport removal needs. Make sure to get some of your preferred flavor of markerlight in there. Nothing makes me madder than a railgun that misses (hammerhead or broadside).

I generally use my crisis suits in a way that most people would call "crazy", but for this matchup I would seriously think about: burst cannon, flamer (twin linked?), 2 gun drones and deep strike (maybe one with fusion and target lock if you're really worried about those battlewagons).

Here's the hard part, I really really like ethereal gunlines. Evey army I make is based around a gun line core. But for this matchup I think going suit heavy with a few small firewariror units is the way to go (maybe even transports if you can afford the points).

Also, just throwing it out there that Darkstrider with ion rifle pathfinders can insta-death ork nob bikerz (toughness 5 goes down to 4, str 8 overcharged rifles). That might become relevant.

Like watching other people play video games (badly) while blathering about nothing in particular? Check out my Youtube channel: joemamaUSA!

BrianDavion wrote:
Between the two of us... I think GW is assuming we the players are not complete idiots.


Rapidly on path to becoming the world's youngest bitter old man. 
   
Made in gb
Drone without a Controller




Tadcaster

Great thanks for the idears will play around with some list thanks
   
Made in us
Longtime Dakkanaut





Saratoga Springs, NY

One more thing you might want to remember: every time someone's transport gets destroyed they need to take a pinning test (i know that's true if the vehicle blows up, not so sure about death by hull points). They also need to take a morale check at the end of the phase if they took enough casualties (and a pinned unit will get up and start running if they fail).

Just something you might find useful, since railguns against open topped vehicles tends to result in a lot of explosions.

Like watching other people play video games (badly) while blathering about nothing in particular? Check out my Youtube channel: joemamaUSA!

BrianDavion wrote:
Between the two of us... I think GW is assuming we the players are not complete idiots.


Rapidly on path to becoming the world's youngest bitter old man. 
   
Made in no
Dakka Veteran




Against Dark Eldar Transports you can go either or on the broadsides, the Rail just makes sure it friggin explode, where the missiles make sure it will get a few dents.

Dont recall their armor values, but even firewarriors can put a dent on their paperplanes.

Besides units i think you should take a look on whats dangerous in a DE army against you and it will be mostly sitting there popping transports and let your firewarriors tear whats left a new one. if they get into melee you might aswell deem that unit doomed and make every unit around it skitter away from it and hope they managed to run far enough.

 
   
Made in sa
Bane Lord Tartar Sauce





Saudi Arabia

Where your broadsides are concerned I would go with all missiles all the time. Venoms will get ripped to shreds by the high-yield pods and glanced to death by the SMS. Maybe bring 2 units of Broadsides, 1 with rails to kill battlewagons/nobs/etc, the other with missiles to clean up infantry and venoms. Remember that the SMS has ignore cover, which means no hiding for the venoms and he won't get the 5+ cover save from the Flicker Field.

IMPOSSIBLE IS RELATIVE
Boss, everything you make is gold.

Dubstep Tau, let there be LIGHT.
Blind them with SCIENCE, a tutorial series for adding LEDs and effects to your models.
Powerlifting and Plasma, a Romantic Comedy 
   
Made in us
Veteran Inquisitorial Tyranid Xenokiller





Venoms with nightshield actually outrange high yield missile pod broadsides with sms. The Flicker Field is a inv save, he still gets that all the time. HYMpods are not the answer for killing venoms. Crisis suits with mpods are much better.

Inquisitor Jex wrote:
Yeah, telling people how this and that is 'garbage' and they should just throw their minis into the trash as they're not as efficient as XYZ.

 Peregrine wrote:
So the solution is to lie and pretend that certain options are effective so people will feel better?
 
   
 
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