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Made in id
Devastating Dark Reaper





Hi guys
Noob here with a Tau army,and I'm still confuse on how to play them.Any tips on this?

thanks!
   
Made in gb
Rough Rider with Boomstick



Wiltshire

One major question you need to ask yourself:
Do you want to remain friends with your opponents?
If yes, it may already be too late
Otherwise, load up on guns, especially Riptides and HYMP broadsides, buffmanders + markerlights. Then sit back, shoot, rinse and repeat until victory.

Note to the reader: my username is not arrogance. No, my name is taken from the most excellent of commanders: Lord Castellan Creed, of the Imperial Guar- I mean Astra Militarum - who has a special rule known only as "Tactical Genius"... Although nowhere near as awesome as before, it now allows some cool stuff for the Guar- Astra Militarum - player. FEAR ME AND MY TWO WARLORD TRAITS. 
   
Made in id
Devastating Dark Reaper





Tactical_Genius wrote:
One major question you need to ask yourself:
Do you want to remain friends with your opponents?
If yes, it may already be too late
Otherwise, load up on guns, especially Riptides and HYMP broadsides, buffmanders + markerlights. Then sit back, shoot, rinse and repeat until victory.


Lol,well sometimes helding back a little is good (sometimes ) But mostly for competitive play,I played today and got my ass kicked by Space marine,and whats Buffmanders? I usually play 1000 points with the local store to test list and play style
   
Made in us
Dakka Veteran




Tau are not a army you will make many friends with. It is a great competitive army. Run 3riptides and 9missile sides if you want to have a really competitive army. Now saying that my brother runs one riptide 2 suits teams 4 squad of fw in devilfish 2 pathfinders teams 3hammerhead not a competitive army but he does really good with it at trounys.
   
Made in gb
Rough Rider with Boomstick



Wiltshire

Pertruabo wrote:
Tactical_Genius wrote:
One major question you need to ask yourself:
Do you want to remain friends with your opponents?
If yes, it may already be too late
Otherwise, load up on guns, especially Riptides and HYMP broadsides, buffmanders + markerlights. Then sit back, shoot, rinse and repeat until victory.


Lol,well sometimes helding back a little is good (sometimes ) But mostly for competitive play,I played today and got my ass kicked by Space marine,and whats Buffmanders? I usually play 1000 points with the local store to test list and play style

Haha
A buffmander is a tau commander with no guns, but a bunch of systems which vastly improve the firepower of the unit he is with!
Stick him with a broadside squad, riptide, farsight bomb or O'vesa star... and KAPOW... All your friends have disappeared

Note to the reader: my username is not arrogance. No, my name is taken from the most excellent of commanders: Lord Castellan Creed, of the Imperial Guar- I mean Astra Militarum - who has a special rule known only as "Tactical Genius"... Although nowhere near as awesome as before, it now allows some cool stuff for the Guar- Astra Militarum - player. FEAR ME AND MY TWO WARLORD TRAITS. 
   
Made in us
Regular Dakkanaut





Don't gunline. People hate tau gun lines. Use mobile FW's or kroot. Oddly the latter are the most dangerous. I suppose its not odd. And no more than two riptides or as previously mentioned your friends will disappear in a cloud of ion accelerator vapor.


Automatically Appended Next Post:
Here is a break down of the fish of fury tactics.
http://www.advancedtautactica.com/academy/FoF.html

This message was edited 1 time. Last update was at 2014/01/12 19:53:21


 
   
Made in us
Fireknife Shas'el






First off, don't ever listen to people telling you to not run things because it won't be fun for others. You can never know what will or won't make your opponents happy and sometimes people will just cry at the sight of Tau. Actually had that happen to me recently. Run what you want, because as soon as you let people tell you what you can't run then it's not longer your army. Tau can be flimsy in plenty of builds. Don't be afraid to gunline if you're cautious about how well your units will hold up.

I suggest just trying to keep it simple and cost effective. Simple tricks to that:
-When using crisis suits take 2 of the same weapon on suits and have them set for one specific goal in mind; if you want heavy firepower in high volume double plasma works wonders, if you're wanting long range mobile fire support go with missiles, if you want a bit of versatility try two suits with double plasma and a third with double fusion and target lock. These guys are usually going after key units so generally use up a bit of marker tokens.

-Kroot are a good unit with plenty of deployment options. Sniper rounds are pretty mandatory, since they make them versatile at dealing with threats like MC. They are a good unit to support but often have enough dice to throw that they don't need support. Unless you need a MC down immediately I'd save marker tokens for other units.

-Firewarriors are a pretty sturdy troop choice. I haven't used them in a while, mostly because I'm re-painting them, but they're still a good choice. Again the volume of fire generally doesn't require much in the way of support from markers.

-Piranha are a very fun and versatile unit. I'd keep them cheap with just the stock Burst cannon. Deploy their drones and use these as screening units for the larger threats. Turbo boosting a Piranha right in front of a Land Raider or Battle Wagon can earn you an extra turn. Putting a layer of drones behind that can net you 2 turns.

-Drones: Shield drones are mostly pointless unless you have an IC upfront to LOS specific wounds onto a shield drone next to him. If you don't, just avoid it. Points are better spent on more guns or more markers. Markerdrones are my favorite source of support now thanks to the drone controller. Attaching a commander to a markerdrone squad gives you 4 BS5 markers, and with target lock he's not wasting shots on the wrong target. Gun drones are also good as screening units and just putting out a little extra shots. Drones, aside from the commander, require almost no support.

For me these are the very basics of the Tau army. I've mentioned marker/support use on units in each description. This is basically just to help understand that not everything needs markers. In a lot of threads people just always assume every unit in Tau is going to be BS5+ and ignoring cover, but markers can be hard to fit into a list.

Is there anything specific you're curious about when it comes to Tau?

I'm expecting an Imperial Knights supplement dedicated to GW's loyalist apologetics. Codex: White Knights "In the grim dark future, everything is fine."

"The argument is that we have to do this or we will, bit by bit,
lose everything that we hold dear, everything that keeps the business going. Our crops will wither, our children will die piteous
deaths and the sun will be swept from the sky."
-Tom Kirby 
   
Made in gb
Junior Officer with Laspistol





Desperado Corp.

Listen to Savage.

People won't hate you just for playing Tau, though the Internet would have you think otherwise

Pretre: OOOOHHHHH snap. That's like driving away from hitting a pedestrian.
Pacific:First person to Photoshop a GW store into the streets of Kabul wins the thread.
Selym: "Be true to thyself, play Chaos" - Jesus, Daemon Prince of Cegorach.
H.B.M.C: You can't lobotomise someone twice. 
   
Made in us
Shrieking Traitor Sentinel Pilot





 liquidjoshi wrote:

People won't hate you just for playing Tau, though the Internet would have you think otherwise


It's true. The internet is full of all kinds of people. Unfortunately, it seems like only the loud mouthed brats ever have anything to say. *smirks*

The current Tau codex is very versatile, and can be pretty fun. I would suggest starting smaller, and playing around with different kinds of units/builds. Also, magnetize your crisis suits so you can change the weapon load outs, because you'll probably be changing them a lot.

Also, if you look at net lists, keep in mind that they are generally written by people who don't want to play the game and have fun, they just want to win.
   
Made in id
Devastating Dark Reaper





Hi guys,thanks for the replies it really helps me out,for marker lights is it better to bring pathfinders with mark drones or only pathfinders?
And should my commander have shield generators? I feel like he could get wasted with thunder hammers.I already equip him with iridium suit

This message was edited 1 time. Last update was at 2014/01/13 14:42:06


 
   
Made in gb
Junior Officer with Laspistol





Desperado Corp.

Just Pathfinders works, marker drones work best if you're going with a lot of battlesuits because they get a thrust move with the suits. Either works well enough.

You don't want your suits to be getting into combat at all. A shield can be good, but it's expensive. I usually take shield drones instead.

This message was edited 1 time. Last update was at 2014/01/13 14:53:50


Pretre: OOOOHHHHH snap. That's like driving away from hitting a pedestrian.
Pacific:First person to Photoshop a GW store into the streets of Kabul wins the thread.
Selym: "Be true to thyself, play Chaos" - Jesus, Daemon Prince of Cegorach.
H.B.M.C: You can't lobotomise someone twice. 
   
Made in us
Fireknife Shas'el






For markers, my favorite will always be marker drones attached to a commander with dual missile pods, target lock, and drone controller. Gives a lot of reliable shots while the commander lobs out 4 shots at another target.

For Pathfinders, I'd run them cheap. The unit has tissue paper armor and will die easily to TFC. Better to bring three small units of them than a large unit.

Markerdrones, even on their own I think are better. The lower BS does hurt, but their armor and mobility make them worth it.

For the Commander, a stim injector would be better than the shield generator and it's cheaper if I remember right. The stim injector lets try and save wounds that get through his 2+ armor and since thunderhammers can't instant kill him it gives him a chance to survive a little longer.

Also I personally think that the XV-8 Commander is probably the most hated single model right now, which is a good thing. He is probably one of the most versatile HQs around and can be equipped for a variety of different roles. The current favorites being the buffcommander and drone controller.

I'm expecting an Imperial Knights supplement dedicated to GW's loyalist apologetics. Codex: White Knights "In the grim dark future, everything is fine."

"The argument is that we have to do this or we will, bit by bit,
lose everything that we hold dear, everything that keeps the business going. Our crops will wither, our children will die piteous
deaths and the sun will be swept from the sky."
-Tom Kirby 
   
Made in us
Shas'la with Pulse Carbine



San Diego, CA

The buffmander has the command and control node, multi spectrum sensor suite, and the puretide engram neuro chip as minimum equipment. I recommend against equipping weapons on him as you will not want to shoot to give the squad he's attached to twin linked and ignore cover.

If you have the points you can give him iridium armor to make him more durable.

Keep in mind, commanders can attach to Riptides.

7000
5000
1000
3000 
   
Made in id
Devastating Dark Reaper





liquidjoshi wrote:Just Pathfinders works, marker drones work best if you're going with a lot of battlesuits because they get a thrust move with the suits. Either works well enough.

You don't want your suits to be getting into combat at all. A shield can be good, but it's expensive. I usually take shield drones instead.


Yeah,Tried shield drone once,never survive turn 1 lol.

Savageconvoy wrote:For markers, my favorite will always be marker drones attached to a commander with dual missile pods, target lock, and drone controller. Gives a lot of reliable shots while the commander lobs out 4 shots at another target.

For Pathfinders, I'd run them cheap. The unit has tissue paper armor and will die easily to TFC. Better to bring three small units of them than a large unit.

Markerdrones, even on their own I think are better. The lower BS does hurt, but their armor and mobility make them worth it.

For the Commander, a stim injector would be better than the shield generator and it's cheaper if I remember right. The stim injector lets try and save wounds that get through his 2+ armor and since thunderhammers can't instant kill him it gives him a chance to survive a little longer.

Also I personally think that the XV-8 Commander is probably the most hated single model right now, which is a good thing. He is probably one of the most versatile HQs around and can be equipped for a variety of different roles. The current favorites being the buffcommander and drone controller.


Well usually I equip him with missiles and shield generator and drone controler,The commander really lacks invulnerable saves,so I just red the signature systems and the buffcommander role seems to be very good,so he will just attach and give the units buff? I usually just attach him to Marker drones

DirtyDeeds wrote:The buffmander has the command and control node, multi spectrum sensor suite, and the puretide engram neuro chip as minimum equipment. I recommend against equipping weapons on him as you will not want to shoot to give the squad he's attached to twin linked and ignore cover.

If you have the points you can give him iridium armor to make him more durable.

Keep in mind, commanders can attach to Riptides.


Iridium is awesome,well I'll gonna think on which Commander form to use, the drone control Commander or the buffmander
   
Made in us
Fireknife Shas'el






Not a fan of the shield generator compared to the stim injector. It's better to have the ability to double up on saves instead of an alternate save.

Against most units that would ignore the armor you'll still get a cover save (there are exceptions to this but for the price I consider the general threat). The only thing the shield generator will really do is just give you an easy replacement for cover where a stim injector actually helps increase the reliability of both armor and cover saves.

Throwing iridium on top of a stim injector is also very fun to do and will help your commander become a very durable tank unit.

Some quick math on it:
Commander with a stim injector can tank about 162 bolter shots with the Iridium armor and stim injector
without the stim injector: 108
Pretty significant rise

Commander with a 4+ cover/shield will tank about 14.4 plasma shots
with the stim injector it raises it to 21.6 shots
Each scenario the stim injector increases survivability by 50%

Also shield drones never survive up front because a smart opponent will just shoot them with bolters, where they would have gotten their 4+ armor anyways. The shield drones are just not worth it because you may as well place a gun or marker drone up front to soak up wounds since it will serve the exact same purpose while also providing a pulse carbine or markerlight.
Think about it from your opponents perspective. A unit has three drones up front; whether they are shield, marker, or gun drones you're not going to waste a plasma or melta shot on the drones. You're going to fire bolters or lasguns at them to force the drones to die off and leave the unit behind vulnerable.

This message was edited 1 time. Last update was at 2014/01/14 05:49:44


I'm expecting an Imperial Knights supplement dedicated to GW's loyalist apologetics. Codex: White Knights "In the grim dark future, everything is fine."

"The argument is that we have to do this or we will, bit by bit,
lose everything that we hold dear, everything that keeps the business going. Our crops will wither, our children will die piteous
deaths and the sun will be swept from the sky."
-Tom Kirby 
   
Made in us
Painlord Titan Princeps of Slaanesh





 Savageconvoy wrote:
First off, don't ever listen to people telling you to not run things because it won't be fun for others. You can never know what will or won't make your opponents happy and sometimes people will just cry at the sight of Tau. Actually had that happen to me recently. Run what you want, because as soon as you let people tell you what you can't run then it's not longer your army. Tau can be flimsy in plenty of builds. Don't be afraid to gunline if you're cautious about how well your units will hold up.

I suggest just trying to keep it simple and cost effective. Simple tricks to that:
-When using crisis suits take 2 of the same weapon on suits and have them set for one specific goal in mind; if you want heavy firepower in high volume double plasma works wonders, if you're wanting long range mobile fire support go with missiles, if you want a bit of versatility try two suits with double plasma and a third with double fusion and target lock. These guys are usually going after key units so generally use up a bit of marker tokens.

-Kroot are a good unit with plenty of deployment options. Sniper rounds are pretty mandatory, since they make them versatile at dealing with threats like MC. They are a good unit to support but often have enough dice to throw that they don't need support. Unless you need a MC down immediately I'd save marker tokens for other units.

-Firewarriors are a pretty sturdy troop choice. I haven't used them in a while, mostly because I'm re-painting them, but they're still a good choice. Again the volume of fire generally doesn't require much in the way of support from markers.

-Piranha are a very fun and versatile unit. I'd keep them cheap with just the stock Burst cannon. Deploy their drones and use these as screening units for the larger threats. Turbo boosting a Piranha right in front of a Land Raider or Battle Wagon can earn you an extra turn. Putting a layer of drones behind that can net you 2 turns.

-Drones: Shield drones are mostly pointless unless you have an IC upfront to LOS specific wounds onto a shield drone next to him. If you don't, just avoid it. Points are better spent on more guns or more markers. Markerdrones are my favorite source of support now thanks to the drone controller. Attaching a commander to a markerdrone squad gives you 4 BS5 markers, and with target lock he's not wasting shots on the wrong target. Gun drones are also good as screening units and just putting out a little extra shots. Drones, aside from the commander, require almost no support.

For me these are the very basics of the Tau army. I've mentioned marker/support use on units in each description. This is basically just to help understand that not everything needs markers. In a lot of threads people just always assume every unit in Tau is going to be BS5+ and ignoring cover, but markers can be hard to fit into a list.

Is there anything specific you're curious about when it comes to Tau?


He could be that guy that double force organization chart at 2k. If some guy can play with 6 heldrakes, and the guy above said not to listen to people who tells him not to take x units bexause they cry about it not being fun then i suggest the op to pick 2hq, 4troops and then 6 riptides.

Dont play your friends but ask them to help you test out the army so you can win a tourney.
   
Made in id
Devastating Dark Reaper





 Savageconvoy wrote:
Not a fan of the shield generator compared to the stim injector. It's better to have the ability to double up on saves instead of an alternate save.

Against most units that would ignore the armor you'll still get a cover save (there are exceptions to this but for the price I consider the general threat). The only thing the shield generator will really do is just give you an easy replacement for cover where a stim injector actually helps increase the reliability of both armor and cover saves.

Throwing iridium on top of a stim injector is also very fun to do and will help your commander become a very durable tank unit.

Some quick math on it:
Commander with a stim injector can tank about 162 bolter shots with the Iridium armor and stim injector
without the stim injector: 108
Pretty significant rise

Commander with a 4+ cover/shield will tank about 14.4 plasma shots
with the stim injector it raises it to 21.6 shots
Each scenario the stim injector increases survivability by 50%

Also shield drones never survive up front because a smart opponent will just shoot them with bolters, where they would have gotten their 4+ armor anyways. The shield drones are just not worth it because you may as well place a gun or marker drone up front to soak up wounds since it will serve the exact same purpose while also providing a pulse carbine or markerlight.
Think about it from your opponents perspective. A unit has three drones up front; whether they are shield, marker, or gun drones you're not going to waste a plasma or melta shot on the drones. You're going to fire bolters or lasguns at them to force the drones to die off and leave the unit
behind vulnerable.


ok then,gonna test the list this saturday.
   
Made in us
Enigmatic Chaos Sorcerer




Tampa, FL

I would advise to NOT do the typical gunline with Riptides and Buffmander and the like, in other words don't go for pure cheese WAAC stuff. Build a fluffy Tau army - that means you include FW squads but some are mobile (it's okay to keep one squad as a firebase); take a Commander with actual gear, take a Riptide (maybe even two depending) but not three. Don't play the "Allied with Farsight" rubbish.

IMO little things like that go a long way to allowing for an enjoyable game without resorting to cheese lists that will annoy opponents who think "Yet another Tau army with 3x Riptides and Farsight allies".

- Wayne
Formerly WayneTheGame 
   
Made in us
Wise Ethereal with Bodyguard




Catskills in NYS

 Savageconvoy wrote:
Not a fan of the shield generator compared to the stim injector. It's better to have the ability to double up on saves instead of an alternate save.

Against most units that would ignore the armor you'll still get a cover save (there are exceptions to this but for the price I consider the general threat). The only thing the shield generator will really do is just give you an easy replacement for cover where a stim injector actually helps increase the reliability of both armor and cover saves.

Throwing iridium on top of a stim injector is also very fun to do and will help your commander become a very durable tank unit.

Some quick math on it:
Commander with a stim injector can tank about 162 bolter shots with the Iridium armor and stim injector
without the stim injector: 108
Pretty significant rise

Commander with a 4+ cover/shield will tank about 14.4 plasma shots
with the stim injector it raises it to 21.6 shots
Each scenario the stim injector increases survivability by 50%

Also shield drones never survive up front because a smart opponent will just shoot them with bolters, where they would have gotten their 4+ armor anyways. The shield drones are just not worth it because you may as well place a gun or marker drone up front to soak up wounds since it will serve the exact same purpose while also providing a pulse carbine or markerlight.
Think about it from your opponents perspective. A unit has three drones up front; whether they are shield, marker, or gun drones you're not going to waste a plasma or melta shot on the drones. You're going to fire bolters or lasguns at them to force the drones to die off and leave the unit behind vulnerable.

What you do for drones is put the commander in a bodyguard team. The wording of their "sworn protector" rule means that the commander passed LOS! automatically, even if you are putting the wounds on drones.

This message was edited 1 time. Last update was at 2014/01/15 19:24:09


Homosexuality is the #1 cause of gay marriage.
 kronk wrote:
Every pizza is a personal sized pizza if you try hard enough and believe in yourself.
 sebster wrote:
Yes, indeed. What a terrible piece of cultural imperialism it is for me to say that a country shouldn't murder its own citizens
 BaronIveagh wrote:
Basically they went from a carrot and stick to a smaller carrot and flanged mace.
 
   
Made in gb
Perfect Shot Black Templar Predator Pilot






1. Set up in a line.
2. Wait for your turn.
3. Roll your shooting attacks accordingly.
4. Repeat until the enemy are gone.
   
Made in us
Fireknife Shas'el






WayneTheGame wrote:
I would advise to NOT do the typical gunline with Riptides and Buffmander and the like, in other words don't go for pure cheese WAAC stuff. Build a fluffy Tau army - that means you include FW squads but some are mobile (it's okay to keep one squad as a firebase); take a Commander with actual gear, take a Riptide (maybe even two depending) but not three. Don't play the "Allied with Farsight" rubbish.

IMO little things like that go a long way to allowing for an enjoyable game without resorting to cheese lists that will annoy opponents who think "Yet another Tau army with 3x Riptides and Farsight allies".

I'm sorry, but I'll have to disagree.
There is honestly no winning with people on the subject of Tau, and there are few who will actually realize the obvious bias.
If I play a mobile army then people complain about JSJ.
If I play a more static army people complain about gunlines.
I complained about losing the ability to have tanks fire like fast tanks, and was told I'm whining because Tau aren't able to run away like they used to.
When I leave my tanks static, I get told how lame it is to castle.
If I bring markerlights, I'm told they ruin the game because it ignores entire sections of the BRB.
If I don't bring markerlights then i'm a TFG for just spamming a lot of guns.
If I bring Broadsides, I'm a powergamer. If I bring Hammerheads I'm a power gamer. If I bring Riptides, I'm a power gamer. If I bring Crisis suits, I'm a power gamer.
If I bring Firewarriors, it's no fair because they have a better gun than a bolter. If I bring Kroot, then it's no fair because they're such cheap snipers.

And every time it'll boil down to the fact that Tau avoid CC. Because it's the only thing that the complainers can honestly say that a Tau player will admit to.
Again, it's my army and my list. I don't really feel like taking directions on how to make a list or play my army.

I'm expecting an Imperial Knights supplement dedicated to GW's loyalist apologetics. Codex: White Knights "In the grim dark future, everything is fine."

"The argument is that we have to do this or we will, bit by bit,
lose everything that we hold dear, everything that keeps the business going. Our crops will wither, our children will die piteous
deaths and the sun will be swept from the sky."
-Tom Kirby 
   
Made in us
Secret Force Behind the Rise of the Tau




USA

Felt tempted to post cause while GW has mostly become too pricy for me, I do have half a tau army, and the new rules seem pretty sweet. That and I do love awesome models (got a bunch of Tyranid stuff way back just cause the models were nice) and the Riptide is a gift to Mecha lovers XD

Right now I mostly have my Troops (FW + Devil Fish) and my commander. I'll convert myself some Marker Drones (personally never liked Pathfinders but Drone Controller looks fun) and I plan to throw in two Riptides with some extra Christmas Cash. That leaves me with needing some dedicated anti-tank.

I'm curious on the thoughts others have on the heavy support options, namely how the Broadsides, Sky Ray, and Hammerhead stack up against each other. I must say that while I love battlesuits, the Sky Rays are looking pretty cost competitive in $$ and I'm especially interested in what people think about them in the current game.

   
Made in us
Fireknife Shas'el






Skyrays look almost like they were custom made to go against Tyranids. Base BS4 and have a good chance to get BS5 or if they're lucky can get BS4 ignoring cover with no additional support. 6 missiles that wound every Nid on a 2+, ignores armor on all by the Tyrannofex, and with skyfire built in. BS4 with ignoring cover will average out to 3.33 wounds if you alphastrike with the sms adding an additional 0.3 unsaved wounds against most units. In other words this 116 point tank (always get BSF) has a decent chance to kill a hive tyrant on it's own.

I personally love the Skyray as a heavy support choice because it's cheap, decent AA capabilities, and works as a decent support unit. It's easy to swap between the two hammerhead variants in the same kit though, so it depends on what you feel you need.

Railguns always disappoint me. It's either a 1 to hit or a 1 to pen or a 1 on the damage chart. You just don't get enough chances with them and Longstrike makes it very pricey, but might be worth it.

Ion Cannon is always good. I think the reasons for that are obvious.

Broadsides are really good. Missiles have better odds than the HRR though. I don't think the HRR is bad, but more dice is more better to me.

The Sniper drones are pretty good, but I'm not sure how much they see use. I don't really use them because Kroot give me all the sniper shots I need.

I'm expecting an Imperial Knights supplement dedicated to GW's loyalist apologetics. Codex: White Knights "In the grim dark future, everything is fine."

"The argument is that we have to do this or we will, bit by bit,
lose everything that we hold dear, everything that keeps the business going. Our crops will wither, our children will die piteous
deaths and the sun will be swept from the sky."
-Tom Kirby 
   
Made in us
Irked Necron Immortal





Washington, USA

I notice some people telling you to not believe the hype, but you really should. The Buffmandered Broadside lists are very good at taking out almost anything short of a landraider rush, and even then the Riptides have a good chance of Smashing those open midway across the field. If the enemy unit's in range, you can probably kill it and there's almost nothing your opponent can do about it short of having rerollable 2++.
It's not an invincible list and maybe your opponents are looking for more of a challenge. Just make sure they know what they're getting into first.
I'm not a Tau player, but I did buy some broadsides and pathfinders for allies when the book first came out. They quickly got shelved as the games we played with them just weren't any fun for my opponents.


 
   
Made in us
Water-Caste Negotiator




Louisiana

Immortal'O

Iridium Armor 2+ save 1+T
Stim Inject 5+ FnP
Shield generator 4+ Invul.

IT. WILL. NOT. DIE.

Like savage said, the shield generator is more expensive by 10pts compared to the stim injector. At T5, not many weapons can ID you, so you should be able to either use your armor save, or the 5+ FnP from the stim. You can ignore the shield generator. This is more desirable since the difference in save is only 1. Now, don't get me wrong. That 4+ invuln save can help a lot, BUT, being able to re-roll that lucky AP5 shot that got through can be well worth it.

Never let other people dictate how you should play. If you want to try something, try it. Have fun. It's your army. It's your hobby. People gonna whine and complain in any game you play anyway.

Tips?

Going to ground can help a lot! Don't be afraid to use it and make sure you understand how it works before you do. The typical idea here is that a unit is no good if it's dead or running next turn. Even XV8s can go to ground.

Don't forget that you need to use your ethereal's powers and the riptide's nova in the movement phase, if you choose to do so!

Markerlights are important. The trick is balancing firepower with support. I've never assumed that any unit would have BS5+ and Ignores Cover, but Tau without marker support, are just mediocre guardsmen. Drone commander is popular way to get markerlights. They're mobile and useful. I've also had decent success with a crisis suit squad as follows: 2x Shas'ui 2xMP TL, and a Shas'vre - Drone Controller, CnC, M3S. 6 Markerlight drones. It's a rather large footprint, and dangerous terrain tests will be the death of you, but it's a useful platform with nothing wasted.

Get your jink saves. Even if you do not plan on moving that turn, move your tank a little bit.

Crisis suits and the assault move jumping. The average roll is 7, but do not expect to always get good assault jet pack moves. So be careful where you place them. Snakes eyes happen more often than you'll like.

Don't be afraid to get into combat. Tau are not good in CC, but they're not THAT bad. Just remember that sometimes charging can be an option. (like charging a unit that you cannot get away from so that you won't be shot on their turn.) Doing so might last you an extra turn, and sometimes that's all you need.

Finally, remember it's also a scoring game more often than not. Don't worry so much about shooting the other guy off the board. Understanding how to take, keep, and gain VP is just as important.
   
Made in us
Storm Guard





Iowa

sniper drone teams can be good as marker light units, with 3 bs 5 marker lights in an 80 point unit with alabative wounds, 4+ armor, and stealth. 2 fire warrior teams with and etherial in devilfish are one hell of a nasty unit. these guys are my heavy hitters, not any of the 2-3 crisis teams, dual plasma commander, riptide, or either of the hammer heads, the 23 firewarriors, jumping out of a devilfish, with 69 shots can severally cripple just about anything. (the list above is what I run 1500 points, its a lot of fun)
   
Made in id
Devastating Dark Reaper





ok,thanks for the tips guys

Is it better to bring 3 riptides or just 2? Sometimes I just like to play full Tau with no allies at all
   
Made in gb
Junior Officer with Laspistol





Desperado Corp.

In a normal list, Riptides are competing with Crisis teams for those elite slots. I'd rather have two Crisis and a single Riptide personally. So there's that to consider. However many you bring is up to you, but the key is to support them. Bring enough support for three, or don't bother bringing the third.

Pretre: OOOOHHHHH snap. That's like driving away from hitting a pedestrian.
Pacific:First person to Photoshop a GW store into the streets of Kabul wins the thread.
Selym: "Be true to thyself, play Chaos" - Jesus, Daemon Prince of Cegorach.
H.B.M.C: You can't lobotomise someone twice. 
   
Made in us
Longtime Dakkanaut




zilka86 wrote:
Tau are not a army you will make many friends with. It is a great competitive army. Run 3riptides and 9missile sides if you want to have a really competitive army. Now saying that my brother runs one riptide 2 suits teams 4 squad of fw in devilfish 2 pathfinders teams 3hammerhead not a competitive army but he does really good with it at trounys.


I have a Tau army and I hate, repeat Hate, facing that list for Tau with my main army of Nids. My Tau force is a mobile Gunline. I sue to near max squads of gun drones as mobile wall in front if my FW to buffer assault, trigger a very very brutal Supporting fire and provide a 5+ cover to my FW. 3 railsides, and SDT and Longstrike rail with sub-munition for support and a mix of suits. It catches a lot of people of guard when they get this fusillade of tau fire beefed by an Ethereal advancing on them.
   
Made in ca
Lethal Lhamean





somewhere in the webway

just ...pick what you think works well in the book. ignore the internet and your friends whimpering about how broke tau are for XYZ reasons. just take what you want. learn what works to your style of play, and take more things that do that well. lose the stuff that dosen't work with your style. play more games, repeat.

tau are not cheesy, they just have a pretty solid rule set, and it all depends on how you use what you have, vrs the other guy.

ive played a few games with an enclave army. had a few close ones, and a few slaughterfests. and every game i get a diffiernt complaint. "you have better guns on troops", "you get jsj", "markerlights..." "riptides are broke.."...etc. and these are people who used to play triple falcons in 3rd/4th, or they run screamerstars... or draigo wings, etc etc. ANYTHING is cheesy if you don't know how to beat it. and if the other guy knows how to beat you... well .... be prepared for the heckling. my advise.. after the game win or lose, shake hands, thanks for the game, and move on.

Melevolence wrote:

On a side note: Your profile pic both makes me smile and terrified

 Savageconvoy wrote:
.. Crap your profile picture is disturbing....




 
   
 
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