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Made in nz
Screamin' Stormboy





Queenstown

Hi, I'm in the finals for a 1k tournament and my apponent is playing tau I need some tactics wondering if anyone has any ideas? Here's my list:
Kff mek,
2 deff rola battle wagons
, 40 shootas
aiges defence line with quad gun
, 3 big guns,
10 gretchin and 10 lootas
Here is my apponents:
riptide
, 12 fw
, etheral
, aun'va
, hammerhead
, skyray
, 3 battlesuits
Thanks for your feed back and sorry if this is the wrong section.

This message was edited 2 times. Last update was at 2013/07/15 01:57:40


 
   
Made in kr
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Somethin tells me you missed battlewagons lol but im assuming theyre there because of the rollas.
The instant your sides are visible those wagons are dead. Tau can clean up light armorr like its nobodies business. Kff will help since it either wastes 2 marks or lets you have a save.
If you can get close enough to get out before the wagon blows, yiur list should work. Running on a bit of luck though.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in nz
Screamin' Stormboy





Queenstown

Thanks, and your right about the battle wagons

Wakatipu40k
 
   
Made in nl
Longtime Dakkanaut






Battlewagons are the way to go, but I found out that I rather have a warboss with mega-armour then the KFF mek because with him I don't fear those explosions that are about to happen anyway. You can take those explosion hits with your warboss unit you got a wound and then go "look out sir".

example:

warboss with mega-armour: 115
warboss with mega-armour: 115

16 shootaboyz with powerclaw-nob: 136
18 shootaboyz: 108
18 shootaboyz: 108

battlewagon with deffrolla and big shoota: 115
battlewagon with deffrolla and big shoota: 115
battlewagon with deffrolla and big shoota: 115

5 loota's: 75
5 loota's: 75

This way you can choose to put both warboss in the small ork group with powerclaw-nob to form a small-deathstar unit to take down riptides and stuff.. or you just put them in the other wagons to devide your threats.. Sumtimes its better to put those loota's in reserve so you don't give away first blood and you can still snapshot at those flyers.

   
Made in nz
Screamin' Stormboy





Queenstown

Thanks but I can't change my list now because I'm already in the tournament

Wakatipu40k
 
   
Made in nz
Disguised Speculo





How many different 'tactics' can Orks do with a list like that?

You've got just one; "put dudes in wagons and drive forwards"
   
Made in se
Waaagh! Warbiker





Sweden

Try to run the battlewagons close to each other on one flank with the mek.

 
   
Made in kr
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Battlewagons are the way to go, but I found out that I rather have a warboss with mega-armour then the KFF mek because with him I don't fear those explosions that are about to happen anyway. You can take those explosion hits with your warboss unit you got a wound and then go "look out sir".


Correct me if im wrong, but isnt there a FAQ that changed how wounds from an explosion works? I seem to remember something saying you cant take all the explosion wounds on that boss anymore (which sadly makes sense).
Though i cant seem to find it, maybe it got removed or im just hallucinating.

EDIT: Oh wait, found it. Its not a FAQ directly saying it, its an errata rewriting the paragraph to remove you allocate the wounds however you want. Funny part is, it gives no indication how its allocated then...so wtf was the point of that errata?

This message was edited 1 time. Last update was at 2013/07/15 12:22:45


An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in nz
Screamin' Stormboy





Queenstown

Lol

Wakatipu40k
 
   
Made in nl
Longtime Dakkanaut





 Vineheart01 wrote:
Battlewagons are the way to go, but I found out that I rather have a warboss with mega-armour then the KFF mek because with him I don't fear those explosions that are about to happen anyway. You can take those explosion hits with your warboss unit you got a wound and then go "look out sir".


Correct me if im wrong, but isnt there a FAQ that changed how wounds from an explosion works? I seem to remember something saying you cant take all the explosion wounds on that boss anymore (which sadly makes sense).
Though i cant seem to find it, maybe it got removed or im just hallucinating.

EDIT: Oh wait, found it. Its not a FAQ directly saying it, its an errata rewriting the paragraph to remove you allocate the wounds however you want. Funny part is, it gives no indication how its allocated then...so wtf was the point of that errata?


No it doesn't. when you look at the FAQ its saying:

Reference Section – The Game Summary, Transport Vehicles and Their Passengers, Explodes (Other Effects). Change the entry to read β€œThe unit takes a number of Strength 4 AP – hits equal to the number of models in the unit. Surviving passengers are placed where the vehicle used to be and must take a Pinning test.”

So it's referring to the game summary at the back of the rulebook. It doesn't change the rule on page 80 that still implies the controlling player allocates any wounds caused.
   
Made in kr
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Oh, whoops yea thats different.

Ignore me.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Focused Fire Warrior




Quick note, but I saw a previous poster mention that you should keep your battlewagons close and run them up the side. If you see Riptides with Ion Cannons do NOT put your wagons close together. If you do you'll end up with single shot S9 AP2 blast templates that can be laid in such a way as to hit 2 wagons at once, with no cover and great BS.

Also, remain cautious of a deepstrike behind your wagons that shows their back armor on turn 2. Ork transports may have nice forward armor, but the backs are made out of cardboard.. Heck a single stealth team can ruin your day if properly infiltrated to give them a line of sight/firing vantage point across the back side of your approach.

Best of luck!

NYC Warmongers

2016 ATC Team Tournament Third Place Team: Tank You Very Much
2016 Golden Sprue Best Overall
2015 Templecon Best General
2014 Mechanicon Best General/Iron Man
2013 Mechanicon Best General  
   
Made in us
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Ignores Cover applies to the unit unless its given by a buffmander's CnC node (i always mix up which one does what, all i remember is same costs but ones twinlink ones ignore cover ) so the second battlewagon would get its 5+ cover, but yea its still not a good thing. And if you think about it it makes sense because its a targeting system marking a unit granting the better aim, why would it affect something next to it that its not lighting up?

KFF is a 12" range from the hull of the vehicle the mek is embarked, pi plate is what 5" diameter? very easy to have the cover and not be in double-smack range since it only has to touch the model to give it cover, not fully envelope it.

Either way, i dont think the battlewagons will last long. I'd advise him to disembark even if hes slightly out of charge range because a BW explosion hurts the boyz inside way more than peopel think, and youre right if that crisis team shows up behind the battlewagon (or stealth team for that matter) its toast even with its 5+ cover.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in us
Krazed Killa Kan






State of Jefferson

KFF is a 6" from the hull of the wagon not 12", but I agree... Exploding battle wagons = doom for embarked green skins.

This message was edited 1 time. Last update was at 2013/07/17 04:49:56


 
   
Made in ca
Sybarite Swinging an Agonizer




His Skyray is a one trick pony, with a limited number of missiles, its main purpose after firing its missiles will be marker light. The ethereal and Aun Va will probably be used to boost the amount of shots the fire warriors put out and keep them holding a line.

The ethereals themselves are weak in both ranged and CC, I don't know anything about Ork's as I haven't battled them yet, but as a Tau player I don't think that the Tau list is something I would take against Orks... The Riptide and Hammerhead may be the biggest worries though, is it has Feel no pain, and shielded missile drone's, it will be a pain to destroy.

10k+ Tau, Ke'lshan
10k Dark Eldar Kabal of the Flayed skull
1k Scions
 
   
Made in kr
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Bleh today is not my day lol ive played orks far longer than tau and im forgetting basic rules for them
No idea where i got the 12" from.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in nz
Screamin' Stormboy





Queenstown

I go blitzed 8 nill, killed just about everything turn 1. So I came second in the tournament over all.

Wakatipu40k
 
   
Made in nz
Disguised Speculo





Sadly, a battlewagon list is probably the worst thing you could have run aside from walkers and maybe fliers.

Though tbh theres very little Orks can do against Tau because of the huge power disparity in the strength of their respective army books.

Everything died turn one when the gunline Tau rolled first turn


Sadly thats pretty representative of 'competitive' 40k. This is very much a game of who can take the biggest gunline and roll first turn.

This message was edited 2 times. Last update was at 2013/07/18 09:58:25


 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






The most ridiculous part is that GW had a balancing mechanism in place to compensate for this, called night fighting.

Then they went and handed out "ignore balance" for little points or free in every single gunline army.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in kr
Big Mek in Kustom Dragster with Soopa-Gun





Nebraska, USA

Ignoring nightfighting wouldnt be as bad even if it was given for free if only big guns had it, say only Riptides or Hammerheads in the tau codex could get it at all rather than any suit/vehicle getting it for free/1pt.

An ork with an idea tends to end with a bang.

14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Keep in mind that most new codices also get to ignore cover in one way or another, which also ignores night fighting below 36" range.

Night fighting pretty much does nothing at all.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
 
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