AngelusMortis wrote:
My strat is Turn 1
DS Mordrak, Libby, and Pallys. Libby summons both
DKs and I blast away.
Actually, I hate to burst your bubble even harder but there are more problems with this. Not only is Mordrak not an Independent character (and thus unable to join any unit other than his Ghost Knights), you have misused Summoning as well. Your Librarian has to be on the table at the start of any turn in which he uses Summoning. Ergo, he cannot deep strike and then use Summoning to bring the
DKs forward. If you pay for Teleporters for both
DK's and use Grand Strategy to give them both Scouts, then they should be able to get into range for their guns on the first turn.
Also, and here's the part that will suck: Riptides with Interceptor and Ion Accelerators. S9 AP2 pie plates of instant death just begging you to bring Paladins down from deep strike. Abandon any Deep Strike tactics when facing a well-equipped Tau player. Instead, stay out of sight and try to flank around the edges of
LOS-blocking terrain. Sure, some of their missiles don't need
LOS, but they're nowhere near as bad as what can go wrong if you bring your guys in all clumped up and give him a free shot (it honestly appears that you did not even get the worst of what could have befallen you in this game, despite how badly it went for you).
Now, some more advice. Being a
GK player as well as an old-school Tau player, I can safely say that properly kitted Tau have always been a hard counter to
GK. I almost never failed to place first in our local tournaments with my
GK (I'm basically
TFG) and one of the few times an army actually just trounced me and sent me packing was with Tau, and that was in 5ed without all their new toys. They have
GK outranged, outgunned, and as you said damn near everything they have is going to be Insta-kill and AP1/2. The specific unit you got hit with is being referred to as the Farsight Bomb and it's a
GK killer if ever there was one. My honest advice to you is to not run a pure
GK list in this edition. I would actually take some
IG allies to let you bring a heavy weapon platoon and a manticore to the party, get lots and lots of shots softening the Tau up while you trudge your
GK units up field. Mordrak as you're trying to use him is not a great plan, since you've got the rules all befuddled. Maybe switch the Pallies out for Ghost Knights (to make the tactic legal) and use the extra points to give the
DK's Jump Packs and switch out the swords for Heavy Incinerators (sweep away that protective layer of drones in that big suit squad before you punch holes in his suits with bigger guns).
Now, keep in mind that in that giant deathstar unit the real threat was not Farsight, but a weaponless support suit that multiplies the power of the whole unit. Kill that guy with a Vindicaire and you've halved the squad's effectiveness. Those "Hammerheads with Missiles" were Sky Rays, and they need Markerlights to even use their big missiles. Take out the pathfinders (so easy, they die to a stiff breeze, and your
DK's Heavy Incinerator will wipe a way a whole unit at a time with no cover saves) and the Sky Rays are basically neutered.
Now then, back to the Mordrak and Librarian bomb. Now that you've given teleporters to your
DK's to get them across the field quickly, let's address your Mordrak Bomb, and more importantly, let's ask the question "Why does your Librarian not have Warp Rift?" That's just about the strongest power in the codex. Switch Summoning out for Rift (since summoning wont work for you) and keep in mind that Mordrak's unit does not scatter. Hey, wait a second, you know what has Initiative 2? A riptide. If possible, bring down your Bomb squad right next to a riptide, but where the template could be moved to hit another unit as well. Declare that other unit the target, and the riptide will be swept up as collateral damage while the squad's bolters chew up the enemy. Seriously, Rift is like the best thing you have for killing Tau (and necrons). If you've scouted and then jumped/flamed with your 2
DKs, you should have enough big targets up in his face at the end of your first turn to cause him to seriously re-evaluate the idea of standing his ground and he may devote a lot of his time to fleeing in panic.