Turtlesoup wrote:I have fought superfriend and won a local competitive tournament.
If you go first than there is a huge chance that their superfriend strenght will die before the librarian can cast invisible. If the they put them in reserve than better for you since your whole army can intercept them at huge range.
A few advices if you are going second:
1) Take at least 24 marker light drones or pathfinders. Preferably with buffmander that can reroll make drones twin linked and overwatch at bs2.
2) Take the hunter contingent, being able to share marker light is a must. If you take riptide wing you will not have enough marker light counter. All your army should be part of the contingent.
3) Shoot the superfriend with the drones (minimum 6) in the commander unit. With reroll to hit, you are likely to get 1 or 2 hits. Then you shoot the the rest of the marker units using the existing marker counter to increase
bs. This serves to greatly amplify your marker hits. After this you should at least get 5-7 marker on them. Use two to eliminate cover safe if they have any, and the rest to increase
BS. Share the markerlight to your entire army. First resolve the lowest
ap and strenght weapons. If they allocate wound to lesser model than its great for you, if not then they might lose a couple of good models. Their formation may slightly weaken, exposing more vulnerable or critical units. Remember that lookout sir is not perfect and they are limited by distance. As you resolve higher
ap attack, they will loose more models.
4) On your first turn, you should be moving the fire warrior as far towards the death star as possible. This will get them to go to rapid fire range and maybe hinder their movements forcing them to shoot at the fire warrior first. note, fire warrior should be
MSU, containing no more than five per unit. You should also deploy units in layers, having the most important units to the back and less important ones to the front. Your unit should be structure to maximize
MSU. Try not to deploy multiple models in a unit.
5) by second turn, depending on how well you an your opponent roll the dice, he might lose 1/4 to 1/3 of his force. On his turn he will either charge at the fire warrior or attempt to maneuver around them. Either way you will buy yourself another round of shooting. Repeat step three and four and you should be able to reduce his force significantly that may result in him attempting to charge at your
MSU with his single unit or you get lucky and killed his critical units such as the librarians. If he manage to charge, remeber that all your unit can support fire, including your marker drones. This will result in the same amount of marker hits as your shooting phase. But unlike your shooting phase, your army can't share the marker light, so use wisely on units that can potentially hit the most e.g. nova charged burst tide. This will further reduce their forces.
6) Remember since you take
MSU, they will need to charge you many times to significantly destroy you or they will need to split their death star in which case they will not be as powerful.
In my 1750 pts tournament game, my opponent was not able to charge me till turn three by which time he only had his librarians and one other model left. He retreated to salvage some points and he never charged my units. I had multi layer and spread out
MSU. He knew he could not finish my army with his deminished forces in a couple of turn. Remember that one turn with out charging is devastating for them. I use hunter contingent with one
ss, three riptides, three broadsides and fire warriors. It is more than enough to make their unit innefective by turn three.
Side note, my
ss was able to fire at the non invisible unit and absolutely devastate them with two large s10
ap 2 pie plates thining out his marines and scouts quickly. Hunter contingent is truly a deaths star killer if you use your deployment and shooting order right.
The toughest opponent i faced in the tournament is 3 IK + 1 WK + 3 eldar jetbikes units that went first before me. This is much tougher to beat than superfriends for tau. I tabled the opponent on turn six, but lost over half of my army. I won because i was able to use riptides to flnal shooting at the knight side armour and destroying his jet bikes. The other factor is deployment where i split my forces in two and make him choose to focus on one side.
Playing tau hunter contingent is mostly about shooting prioritization, shooting order and deployments.