barnowl wrote:djn wrote:Sky ray will take down a flyrant with a single volley and is another marker and
SMS source. As suggested the high yield broadsides are brutal, I'd take two myself.
Build your army as efficiently as the codex allows and you should be tabling nids before the game ends.
That really depends on the Nid list. I have seen lists played that have 16 troops slots on the board end of turn 2 and that is from a single
FOC 1850 list.
STD are good for handling Iron Arm bugs with the Rending and wounding on a 4+ and you get a markerlight to burn for something less like the hammerhead.
Fair point but a
MC heavy list as mentioned in the
OP is Tau's bread and butter. Are you talking 5 tervigons? Still I'd expect Tau to be dropping at least 2
MCs/turn at that points level and the gribblies are not a problem for S5 small arms.
Some general advice regarding Tau from some of my test games;
Stay in position so that units can mutually support eachother within 6"
layer your defence so the nids have to get through several layers before they get to the real firepower eg. kroot / fire warriors / suits + broadsides
Maximise the number of turns you're shooting at full efficiency
Dont worry about giving up board control you have the fire power to take out most armies
Focus on two/three units max per turn and shoot them until dead
Wait till late game to push for objectives if needed; riptides are probably the best unit for contesting late with an overcharged jump