MrDrumMachine wrote:On a personal note as a Tau player I haven't had the kind of trouble you're describing kroot loops against BA mostly because I have very little str 5 weaponry lol.
It's mostly str 6+ with a smattering of str 4 (yay kroot) and only gun drones (from fish and piranha) and 12 fire warriors that carry str 5 and the fire warriors hopefully never get out of their ride to begin with.
When you rely too much on torrenting I think you start to have troubles with those kinds of armies (high resiliency, fast, medium model count). Not to say that Tau don't need an update of course but that's the general consensus anyway.
Yeah, I don't rely on torrenting. For a Tau army, I also have relatively little
Str 5 weaponry, but there is still quite a bit:
SMS on devilfish and Broadsides, Burst Cannons on Hammerheads, gun drones on piranha, and so forth. However the Tau only have three weapons that will deny a 3+ save and
FNP, those being the Railgun, Plasma Rifle, and Fusion blaster, the
CIB will deny it on 50% of wounds. Rail Rifles, Ion Cannons, and the Vespid gun will remove the 3+ save but not
FNP.
Just for example, 12
bs 3 missile pods (24 S7 shots) will kill, on average, 1.98
BA. You have two rounds on average to kill 34 + infantry models, an
AV 13 walker, Mephiston, and whatever else is on the table, all of which are moving 13" to 18" every turn.
The pulse rifle is a pretty sweet weapon all on it's own but when it's relegated to BS 3 models (regardless of marker light support) it simply isn't THAT good, especially on a 10 point model who's squad can't get any heavy weapons or other support.
If you look at the history of my posts on the subject, I completely agree with you.
poontangler wrote:I have had this discussion with many of my friends who all play 40k.
I love my Tau. I have won many games with my tau, including competitive games.
Yep, me too
Saying they suck is just trying to troll, and doing a bad job at it especially if you do not state facts to back it up.
Saying they are not a strong codex is an opinion backed by both table top experience and math. A win that I had to diligently pull out in the fifth turn is a win that, in nearly every situation, I could have been wrapping up after turn 3 with Orks.
Considering the new codex introduction however, they are a bit out dated and need a face lift much like the other armies did. But to pretend that they are gimp like the Necrons at the moment just goes to say that somebody has bias against them.
Tau have many challenges on the table top that have to do with them being unable to compete in one phase of the game. Yes, they have Kroot, but what are kroot? They are essentially T3 Orks without the things that make Orks good, like Mob Rule and Power Klaws. The only reason I really give Tau the nod over Necrons is that Necrons don't have transports.
I have never been tabled with my Tau, and have tabled numerous opponents, but I have also lost games too. Really it all comes down to dice rolls.
It also comes down to players. I've lost very few games with the Tau, never been tabled, have tabled with them. My Orks have never lost a game since I started playing them. That doesn't mean anything really, aside from 'big fish, small pond' syndrome, because I know for a fact that I am not a great
40k player.
Also I fight BA regularly. They are a good army, but not impossible for the Tau to beat.
I didn't say
BA were impossible to beat, I've beaten mech
BA with Tau. I said a specific type of
BA, that being the all, or almost all, jump with
FNP list. It's a hard counter to Tau, but even that doesn't mean it's impossible to beat, the dice are still a factor.
Automatically Appended Next Post:
QuietOrkmi wrote:Have you tried using devilfishes or piranas to physically keep him away from your gunline? I once played against a Tyranid army and found that by having a semi-circle of moving devilfishes, it was tough for him to come near me... Once he did crack to devil fish, there was 6 more fire warriors waiting to stop him from moving 6, running a d6 and assaulting anything behind them.
Jump troops are hard to block since they can just jump over the obstructions. It's why I specified jump troops (and/or Skimmers), the typical blocking manuvers don't work as well, if at all, against them. Even if you do manage to position your DF in such a way to cut the jump short, use melta or melta pistols inside of 12" so your Dpods don't work, bust them open, assault 6" with furious charge into the troops that come out, wipe them out, then consolidate
d6" towards the rest of the army, and possibly end up even closer than the jump and run would have taken me.