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Made in us
Drone without a Controller





California

Recently I've faced quite a few sm drop pod assaults. And I know next week I'ma face like 4 drop pods dropping in turn one. What sort of kit should I be running to stand a chance. Broadsides have ewo, riptides have ewo (one hbc, one ia) I still have lots of suits I can kit out. Thoughts?

And this is CADs only, so no drone net.

This message was edited 1 time. Last update was at 2017/04/12 16:30:00


 
   
Made in us
Longtime Dakkanaut




Interceptor on Broadsides, Riptides - particularly with IA, and Stormsurges should be plenty to make that 4-pod experience a pleasant one for you as you watch the adamantium vaporize. The lack of a Drone Net is a bummer, but your standard units should be more than capable of handling all but the most extreme of drops.

Personally, I've never really been a fan of EWO on Crisis Suits, but you could give that a spin, if you fancy more intercepting. I don't feel like interceptor on units with short range and "only" two weapons is worth the points. Another Broadside would be a better buy.
   
Made in us
Drone without a Controller





California

Yeah, I don't really have the option of a stormsurge or any more tides, so I may just need to intercept with plasma suits or cib suits. Or use a couple to count as more broadsides.
   
Made in us
Longtime Dakkanaut




You could consider running some Breachers defensively, if you know you're going to have targets coming to you. That's a darn cheap way to get a bunch of additional AP3.
   
Made in us
Drone without a Controller





California

MilkmanAl wrote:
You could consider running some Breachers defensively, if you know you're going to have targets coming to you. That's a darn cheap way to get a bunch of additional AP3.


Would you suggest putting them in a fish or just have a few squads slog?
   
Made in us
Tough-as-Nails Ork Boy






Why not both? Use them outside their fish to bubble wrap the important stuff and zip them off to objectives/other targets if they survive. If they don't that's less fire on riptides.

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Locked in the Tower of Amareo




Easily as it turns out. Use your interceptor on shooty units and shoot assault units with full marker support.
   
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Drone without a Controller





California

 Hades wrote:
Why not both? Use them outside their fish to bubble wrap the important stuff and zip them off to objectives/other targets if they survive. If they don't that's less fire on riptides.


So like, 2 squads of 5 both with fish, or should I max them out? I'm not sure on what's most effective when running breachers.

Also are any of their upgrades worthwhile? ('sui, guardian drone, Darkstrider etc.)

This message was edited 1 time. Last update was at 2017/04/12 17:59:27


 
   
Made in us
Shas'la with Pulse Carbine



San Diego, CA

You could equip that Riptide with Early Warning Override and Advanced Targeting System. Now you can pick off those Special/Heavy weapons that are ruining your day without having to commit as many units in stopping it.

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Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

Null deploy as littkle as possible, in cover, as high up as you can get. Let the Drop pods rain. Go to ground. if you take Aun'Va the entire force that is on board can then pop back up and fire/act normally. Wait for the Cavalry to arrive now that the pods et al are committed. You take few in casualties with no impact on your shooting and you set the table for ganking objectives later as well as expressing your range from the other side of the board as they helplessly try to cross the entire board to get to the Tau who are now behind them.

Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

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Made in us
Shas'la with Pulse Carbine





 Pogman42 wrote:
 Hades wrote:
Why not both? Use them outside their fish to bubble wrap the important stuff and zip them off to objectives/other targets if they survive. If they don't that's less fire on riptides.


So like, 2 squads of 5 both with fish, or should I max them out? I'm not sure on what's most effective when running breachers.

Also are any of their upgrades worthwhile? ('sui, guardian drone, Darkstrider etc.)


IMO if you are paying for a fish, that's only cost effective for a max/near max size unit. Spending more points on the dedicated transport than on the unit its transporting and its normal compliment of upgrades than its base unit could be is backward.

Lots of kroot infiltrating on all the objectives to start the game!
   
Made in us
Longtime Dakkanaut




IMO if you are paying for a fish, that's only cost effective for a max/near max size unit. Spending more points on the dedicated transport than on the unit its transporting and its normal compliment of upgrades than its base unit could be is backward.
I sort of agree, but there are several issues unique to Breachers you have to consider. First, a unit of 10 is going to overkill the sh*t out of most things it targets, especially if it has marker support. Second, it's often somewhat difficult to get 10 models within 5" of the desired target when you're unloading from a transport. Third, once in range, Breachers are a huge [priority target because of how powerful and squishy they are. You can't really hide more than 6 or maaaaaybe 7 Breachers with a Devilfish, so going larger than that is going to result in a traffic jam and some dead dudes. you may also be inviting blast templates to sneak some hits on otherwise-concealed models, too.

if you take Aun'Va the entire force that is on board can then pop back up and fire/act normally.
Isn't that Aun'do? Either way, I think it'd be easier to just beat down whatever is coming in, rather than trying to get tricky.
   
Made in us
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California

So this is what I've thrown together so far. Thoughts? Darkstrider goes with the breachers, squads of suits DS's. Kroot infiltrate.


+++ Arrival (Warhammer 40,000 7th Edition) [2000pts] +++

++ Combined Arms Detachment (Tau Empire: Codex (2015)) [1279pts] ++

+ HQ +

Darkstrider [100pts]

+ Elites +

XV104 Riptide Battlesuits [190pts]
Riptide Shas'vre: Early Warning Override, Ion Accelerator, Twin-linked Smart Missile System

XV8 Crisis Battlesuits [300pts]
Crisis Shas'ui: 2x Fusion Blaster, Target Lock
Crisis Shas'ui: 2x Plasma Rifle, Vectored Retro-Thrusters
Crisis Shas'ui: 2x Plasma Rifle
Crisis Shas'ui: 2x Plasma Rifle
Crisis Shas'vre: Command and Control Node, Multi-spectrum Sensor Suite, Puretide Engram Neurochip

+ Troops +

Breacher Team [195pts]: 10x Fire Warrior with Pulse Blaster
TY7 Devilfish: Disruption Pod, Twin-linked Smart Missile System

Kroot Carnivores [74pts]: 10x Kroot, Sniper Rounds

+ Heavy Support +

XV88 Broadside Battlesuits [210pts]
Broadside: Early Warning Override, Twin-linked High-Yield Missile Pod, Twin-linked Smart Missile System
Broadside: Early Warning Override, Twin-linked High-Yield Missile Pod, Twin-linked Smart Missile System
Broadside: Early Warning Override, Twin-linked High-Yield Missile Pod, Twin-linked Smart Missile System

XV88 Broadside Battlesuits [210pts]
Broadside: Early Warning Override, Twin-linked High-Yield Missile Pod, Twin-linked Smart Missile System
Broadside: Early Warning Override, Twin-linked High-Yield Missile Pod, Twin-linked Smart Missile System
Broadside: Early Warning Override, Twin-linked High-Yield Missile Pod, Twin-linked Smart Missile System

++ Combined Arms Detachment (Tau Empire: Codex (2015)) [721pts] ++

+ Uncategorised +

Farsight Enclaves

+ HQ +

Commander [202pts]: 2x MV7 Marker Drone
XV8 Commander Crisis Suit: Drone Controller, 2x Missile Pod, Talisman of Arthas Moloch, Target Lock, XV8-02 Crisis 'Iridium' Battlesuit

+ Elites +

XV104 Riptide Battlesuits [219pts]: Bonding Knife Ritual
Riptide Shas'vre: Advanced Targeting System, Early Warning Override, Earth Caste Pilot Array, Heavy Burst Cannon, Twin-linked Plasma Rifle

+ Troops +

XV8 Crisis Battlesuits [58pts]: Bonding Knife Ritual
Crisis Shas'ui: 2x Cyclic Ion Blaster, Early Warning Override

XV8 Crisis Battlesuits [58pts]: Bonding Knife Ritual
Crisis Shas'ui: 2x Cyclic Ion Blaster, Early Warning Override

XV8 Crisis Battlesuits [58pts]: Bonding Knife Ritual
Crisis Shas'ui: 2x Cyclic Ion Blaster, Early Warning Override

+ Fast Attack +

Drones [56pts]: 4x MV7 Marker Drone

Tetra Scout Speeder Team [FW] [35pts]: Tetra

Tetra Scout Speeder Team [FW] [35pts]: Tetra

Created with BattleScribe (https://battlescribe.net)

This message was edited 3 times. Last update was at 2017/04/13 01:17:01


 
   
Made in us
Shas'la with Pulse Carbine





MilkmanAl wrote:
IMO if you are paying for a fish, that's only cost effective for a max/near max size unit. Spending more points on the dedicated transport than on the unit its transporting and its normal compliment of upgrades than its base unit could be is backward.
I sort of agree, but there are several issues unique to Breachers you have to consider. First, a unit of 10 is going to overkill the sh*t out of most things it targets, especially if it has marker support. Second, it's often somewhat difficult to get 10 models within 5" of the desired target when you're unloading from a transport. Third, once in range, Breachers are a huge [priority target because of how powerful and squishy they are. You can't really hide more than 6 or maaaaaybe 7 Breachers with a Devilfish, so going larger than that is going to result in a traffic jam and some dead dudes. you may also be inviting blast templates to sneak some hits on otherwise-concealed models, too.

if you take Aun'Va the entire force that is on board can then pop back up and fire/act normally.
Isn't that Aun'do? Either way, I think it'd be easier to just beat down whatever is coming in, rather than trying to get tricky.


It's been a while since i read their entry, as I consider them a fluff-take, But doesn't the "unit" need to be within 5", therefore only 1 model at all? 2nd, they can easily be rocking a 5++ for just shenanigans. They are less likely to overkill a unit of 10 marines, when they will have only 10 hits, they are a throwaway unit that can punch hard 1ce to 2ce a game. And the devil fish in cad with have obsec, so it might have the job of sit on an objective with 3+ jink/sms.

Because of the cad limitation, they don't have combined fire, so I wouldn't expect to have them get very much marker light support. so you really do want to field max, to get 10 hits in, darn bs3.
   
Made in us
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California

Yeah, right now i've got them in a fish with darkstrider. I'll start the unit either behind cover or as bubble wrap for the HBC tide. I'll keep tweaking the list if I get more suggestions.
   
Made in us
Longtime Dakkanaut




Breachers' weapons are evaluated on a model-by-model basis, kind of like rapid fire weapons. The 5++ upgrade is a waste, in my opinion, since they're so cheap. Buying more dudes is going to be the better approach. Perhaps they don't overkill 10 Marines, but who fields units of 10 Marines? If you treat them right, they can survive beyond their first assault and get you a ton of kills for the points. Devilfish can be immensely frustrating for opponents since they are basically inert but are somewhat tough to kill.
   
Made in us
Drone without a Controller





California

MilkmanAl wrote:
Breachers' weapons are evaluated on a model-by-model basis, kind of like rapid fire weapons. The 5++ upgrade is a waste, in my opinion, since they're so cheap. Buying more dudes is going to be the better approach. Perhaps they don't overkill 10 Marines, but who fields units of 10 Marines? If you treat them right, they can survive beyond their first assault and get you a ton of kills for the points. Devilfish can be immensely frustrating for opponents since they are basically inert but are somewhat tough to kill.


So in your opinion, looking at the list above, other than trimming down the 'sui and the 5++, would you suggest trying to make points for another full breacher squad in a fish?
   
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know its not in your list but a drone net with a few extra squads of gun drones. these squads are amazing at taking down the marines that fall out of drop pods. a couple times of that and they get real careful on where to drop those pods. i use the pirahna wing and the drone net for a large part of my army but they are effective
   
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 Pogman42 wrote:


So in your opinion, looking at the list above, other than trimming down the 'sui and the 5++, would you suggest trying to make points for another full breacher squad in a fish?
I don't think I'd mess with it, honestly. I think your list will be effective. Some Breachers on the ground might be an interesting red herring for your opponent. If you stick them near a priority target or two, you may buy yourself a really cheap squad wipe or divert some firepower from your big dudes. Of course, against any army not dropping squarely into your lines, those Breachers will likely be wasted points.
   
Made in us
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California

Of course lol, I just know the guy i'm playing tomorrow and he's notorious for dropping like 7 pods. But he's also a long time vet and I know he wouldn't care that i'm list tailoring a bit.
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

Vets rarely do. They kinda like the challenge.

Hold out bait to entice the enemy. Feign disorder, and then crush him.
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Made in ca
Violent Space Marine Dedicated to Khorne



Someplace someplace Darkplace

Really???? Your tau. You have the most interceptor and low ap high str guns of any army. Drop pods should be right in your wheelhouse.

But:
Stormsurge
Riptides
Broadsides
Crisis teams
Ghostkeel
... all of those can have cheap interceptor and make mincemeat of any space marine in pod that dares to come close.

Something ...... something .... Dark side.... 
   
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with out tailoring for the list it is a lot of points to spend you only need for some opponents.

tau do have the ability to deal with it no problem, but harder in an all comers list
   
Made in us
Drone without a Controller





California

Caedes wrote:
Really???? Your tau. You have the most interceptor and low ap high str guns of any army. Drop pods should be right in your wheelhouse.

But:
Stormsurge
Riptides
Broadsides
Crisis teams
Ghostkeel
... all of those can have cheap interceptor and make mincemeat of any space marine in pod that dares to come close.


Their usage is all fairly self explanatory, but one, the crisis suits. If i've got a unit of plasma/fusion suits with a buff 'vre, is it better served on the board turn one trying to intercept or DS'ing when it can?
   
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 Rpant wrote:
with out tailoring for the list it is a lot of points to spend you only need for some opponents.

tau do have the ability to deal with it no problem, but harder in an all comers list


Bollocks. Every all comers list Tau have would have tons of interceptor. Its 5 points a model. That is sickeningly cheap and if a Tau player doesn´t have the points to add it then their list building is poor.

Admittedly most Tau players would have a Riptide wing with it as standard but that can´t happen here.

Therefore target priority is the key. Throw the shots in to only the most dangerous shooting units. As formations aren´t allowed nothing will be charging so pick the units that are likely to damage your support as opposed to your intercepting units like the riptides. You want your support to survive to be able to shoot in your turn.
   
Made in us
Drone without a Controller





California

 rawne2510 wrote:
 Rpant wrote:
with out tailoring for the list it is a lot of points to spend you only need for some opponents.

tau do have the ability to deal with it no problem, but harder in an all comers list


Bollocks. Every all comers list Tau have would have tons of interceptor. Its 5 points a model. That is sickeningly cheap and if a Tau player doesn´t have the points to add it then their list building is poor.

Admittedly most Tau players would have a Riptide wing with it as standard but that can´t happen here.

Therefore target priority is the key. Throw the shots in to only the most dangerous shooting units. As formations aren´t allowed nothing will be charging so pick the units that are likely to damage your support as opposed to your intercepting units like the riptides. You want your support to survive to be able to shoot in your turn.


Yeah, that's been my issue, choosing targets. I can throw 12 S7AP4 missiles and maybe get /A/ wound or two on things that are 2+.
   
Made in us
Regular Dakkanaut





Illinois

As other have said Interceptor and the overwatch boost is the way to go.

As primarily a Marine player, if I know I'm fighting tau, I do a few things.

I max out my squads 10 man squads whenever possible. Veteran Sargents, with powerswords or lightning claws and melta bombs. Take lots of flamers and heavy bolters. Give them drops pods (usually 4 full squads) and bullrush anything and everything.

Expect command squads with psykers or Captain (probably in a drop pod). The command squads will probably be kitted out with apothecaries (FNP) and then special weapons (probably grav or melta). Don't bother shooting at those with small arms fire, just shoot your plasma at them. As they are equally good at shooting you as well as meleeing you.

Assault Marines. I would take two maybe even 3 full squads. Flame throwers and evisorators, plus meltabombs.

If the marine players are worth their salt, they will have their entire armies in melee or charge distance by turn 2. If I were you, I would do several things. Take fortifications and turtle up. Tau are stupid strong in shooting and will easily overwhelm marines at the shooting game. So make his life hard, make it hard for them to deepstrike well, create killzones in your deployment zones and take lots of dangerious terrain upgrades like barbred wire. It will funnel the marine players and make it difficult for them to assault you, charge you and deepstrike onto you.

Stay in terrain, its very unlikly that you'll win any melee, but if he has to charge into your terrain, you attack at the same time.

Crisis Battle Suits piss me off. So take lots of those. Their melata and missles and number of shots plus good armor save and T5 are a pain in the ass.

Hope that helps. Also Rail guns.


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Made in us
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 Tsol wrote:
As other have said Interceptor and the overwatch boost is the way to go.

As primarily a Marine player, if I know I'm fighting tau, I do a few things.

I max out my squads 10 man squads whenever possible. Veteran Sargents, with powerswords or lightning claws and melta bombs. Take lots of flamers and heavy bolters. Give them drops pods (usually 4 full squads) and bullrush anything and everything.

Expect command squads with psykers or Captain (probably in a drop pod). The command squads will probably be kitted out with apothecaries (FNP) and then special weapons (probably grav or melta). Don't bother shooting at those with small arms fire, just shoot your plasma at them. As they are equally good at shooting you as well as meleeing you.

Assault Marines. I would take two maybe even 3 full squads. Flame throwers and evisorators, plus meltabombs.

If the marine players are worth their salt, they will have their entire armies in melee or charge distance by turn 2. If I were you, I would do several things. Take fortifications and turtle up. Tau are stupid strong in shooting and will easily overwhelm marines at the shooting game. So make his life hard, make it hard for them to deepstrike well, create killzones in your deployment zones and take lots of dangerious terrain upgrades like barbred wire. It will funnel the marine players and make it difficult for them to assault you, charge you and deepstrike onto you.

Stay in terrain, its very unlikly that you'll win any melee, but if he has to charge into your terrain, you attack at the same time.

Crisis Battle Suits piss me off. So take lots of those. Their melata and missles and number of shots plus good armor save and T5 are a pain in the ass.

Hope that helps. Also Rail guns.



only 1 crisis suit or commander per army can be t5, the rest are T4, even broadsides are t4. its a "signature system" or psuedo-relic that gives +1T 2+ armor

but yes, SM drop pod pressure can be especially devastating when you are playing objectives, because your men are strong enough to damage/tie up my army long term, but you can also score with your units, while mine stay turtled up fighting to survive.... Riptide wing excluded

Also. probably never rail guns.

This message was edited 1 time. Last update was at 2017/04/18 18:25:52


 
   
Made in us
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 Pogman42 wrote:
Yeah, I don't really have the option of a stormsurge or any more tides, so I may just need to intercept with plasma suits or cib suits. Or use a couple to count as more broadsides.


do you want the best way to deal with it, or a way that's available to you?

I like taking kroot. 4 squads of 10 mean that in games where I need to watch out for assaults and/or pods I can wrap and castle... in games where I dont have to worry about them they can infiltrate near far objectives or a roadblock. or even infiltrate.

This message was edited 1 time. Last update was at 2017/04/18 19:07:31


ERJAK wrote:


The fluff is like ketchup and mustard on a burger. Yes it's desirable, yes it makes things better, but no it doesn't fundamentally change what you're eating and no you shouldn't just drown the whole meal in it.

 
   
Made in au
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If you know what's coming and aren't in a tournament use meat shields rather than spamming crisis suits, deploy your gear to cover as much of your deployment zone as possible, keeping the one inch from an enemy unit rule and the size of a Drop Pod + its embarked unit in mind and force him to deepstrike into spots where he can do the least amount of damage. Force him to fight his way to the crisis suits.

I watched a match in a tournament back when skyhammer became a netlist that made me laugh so hard my ribs hurt. An Ork player with seemingly zero chance of winning set up leaving just a little too much room when he "Ran out of time to deploy his trukks" baited his opponent to land Drop Pods in the holes, only to find out that if a unit can't disembark it gets removed from play, kind of a laugh when disembarking from a standard Drop Pod isn't optional.

I don't break the rules but I'll bend them as far as they'll go. 
   
 
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