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Made in us
Dakka Veteran







Puscifer wrote:
 krootman. wrote:
Puscifer wrote:
 PrinceRaven wrote:
 BoomWolf wrote:
If tau evaporate your MCs, you are doing something wrong.
Killing one per turn is within the realm of reason, but when you have 4-5 of them, and you spawn hordes of minions, and reach into charge range by turn 2 with multiple squads and even more squads in turn 3 (as I've seen done to me too often), killing an MC every turn is not enough.


I'd love to live in this magical land of yours where Tau can only kill 1 MC per turn.


Sure, ok, you kill two a turn... oh look the rest of the Nid army is nomming your face off as you couldn't kill the original two swarms of Gants or the two more that spawned on T1.

If you have unit redundancy like Nids tend to have, Tau then have a hell of a job to kill them all. You produce or field too many things for Tau to shoot at.

If the Tau Player saturates one or possibly two MC or units a turn, you'll probably kill one or two a turn... but the Tau player is on a clock. Those Nids will be in CC on T2.

If you split fire across the breadth of a Nid army, the Tau are in trouble as you won't have done enough dmg to stop the horde.

That's how Nids beat Tau.

That and a Mawloc or two. Biovores a good too.


Loosing 2 mcs a turn is really really bad when you only have 8 and the majority of your killing power is tied up in 2 4 wound flyrants.

God I wish it was that easy. Now keep in mind I was the top ranked bug player at nova (7-1) and I ended up Co winning bracket 3 with fennel (I got downpaired by mistake) so I had my fare share of success against tau. So I feel like I know how to play bugs in a competitive setting. Now I'm far from a perfect player but I can hold my own with the big boys.

That said I pretty much got tabled by tau in kill points. Keep in mind this tau player was a pretty new player as well. That is how bad the tau bug match up can be (especially in kill points.

I know not everyone plays nova format, and west coast gts play out much different then east coast gts, but look at the amount of nid players before and after adeotacon, and you can see what tau did to bugs..


Sorry, I don't know the Nova format, can you please tell me what it is?

I'd love to see your Nid list if possible please? I'm just starting out with them and would like some insight.

As for the Tau, I have no doubt they are powerful, but I believe that the three Tau players in my Metas are not great pilots or even list builders.

My results and wins may be skewed due to this, but as it stands, both my DW and Orks never had big trouble with Tau. Tough games, yes, but never one sided.


go to www.novaopen.com its a gt format that a few east coast gts run.

My list was pretty simple.

Flyrant tl dev old adversely
Flyrant tl dev hive comander

doom in pod

terv 3 powers, toxin sacs
terv 3 powers, toxin sacs
terv 2 powers, toxin sacs
10 guants x3

Mawloc x2

Skyshield


DarthOvious wrote:
Thatguyoverthere11 wrote:


I agree with this. After their marker lights go down you're looking at a shooting based army that is primarily BS3.

I would argue that the thing that makes riptides and missilesides so popular is that their more survivable than most Tau units. Like I said previously, you'll struggle to just shoot down a riptide.

Tau are a chain of units that allow a player to win. If you know which link to take out first, the chain quickly falls apart.


There is another reason why Riptides and Missilesides are so popular. Their shooting isn't as inaccurate as people think they are. They have a tendency to look at them and go "Bah, they're only BS3" but they forget that Missilesides are twin linked and thus actually hit roughly 75% of the time and they also forget that the riptide has a blast weapon which use the scatter dice, so a third of the time you directly hit anyway and an extra +1" to your scatter compared to BS 4 isn't a lot either, not to mention that the Riptides second weapon is also twin linked.

People need to get out of the frame of mind where they say "Bah, its only BS3" and recognise that means nothing when the extras along with those units make a big difference in whether they hit or not.


Automatically Appended Next Post:
 En Excelsis wrote:
Bite back all you like, but that reason has really run thin. ALL armies are more than the sum of their parts. ALL armies rely on units working together. That's not something unique to the Tau or the Eldar. In fact, it only strengthens my point that the Tau are so super-two-dimensional. Arguing that the existance of Pathfinders adds some depth to their play style is a joke. They still have a short list of unit types. Shooty units, and units that make the shooty units more shooty. Obviously Pathfinders are the later, and if you take them out first you do cripple most of the remaining forces.


This isn't true. Tau are not all about pathfinders. Have a look at Owens Tau army over at Miniwargaming and you will see he has no pathfinders in his list at all. None whatsoever. The list isn't a bad one either, so its not like he is handicapping himself. There are things in a Tau army you can do to avoid taking Pathfinders in your list if you don't want them.

1) Different source of markerlights (markerdrones, Tetra's, Skyray, Remora Drones, etc, etc.
2) Command & Control Node for twin linked weapons
3) Units with twin linked guns (Missiliesides)
4) Riptides with blast weapons. Other blast weapons in general
5) Hammerheads (BS4), even take Longstrike upgrade for BS5
6) Commanders with drone controllers to make drones within units BS5

Those little bits there make a very large difference to the effectiveness of a Tau army and its shooting without having to solely rely on markerlights.


Automatically Appended Next Post:
 Jackal wrote:
Depends on the layout of the army really.
If they use heavy ML support, take it out as soon as you can.

Removing cover, raising BS and firing seekers at you isnt much fun to be honest, so you want to get rid of that quickly.

Riptides are a strange one.
I see the point about ignoring it, but i wouldnt really try that.
Yes, its a pain to kill, but guard have enough guns to do that in a reasonable time.

Then you have tau that actually use no ML's, which seems strange, but they dont really seem to suffer that badly because they have other ways of doing the job.

Another pain unit that may not seem obvious;
Commander with 2x burst cannons, drone controller, chip, suite and other junk with 2 gun drones.
Then 12 gun drones with him aswell.
You have 8 shots from him and 28 TL shots from the drones.
And at any point he can give up shooting to make his unit ignore cover saves.

Seems a bit of a weird one, but it tends to shred basic troops pretty badly.




Main thing though, tau sit back and usually castle up.
Templates and more templates.
Even if your killing a few FW's and chipping wounds off suits, its doing something.

Also, anything with precision shots should be aiming at ethereals and fireblades as they will be boosting the shooting even more.


Sir, I exalted your post. A good explanation all round. I should point out though that I don't always sit back with my Tau. I use crisis suits with fusions in suicide deep strike fashion into the enemys zone. I also have a habit of jumping my Riptide up as well throughout the game in order to try and get line breaker but this one depends on who I'm playing and whether it is safe to do so.


Automatically Appended Next Post:
 BoomWolf wrote:
Speaking of, I find the hypocracy amusing when people state from one hand that "taudar rule the meta" and from the other hand that the TFC and land raiders are "not competitive" when they are the very things the so called "ruler of the meta" cant really handle when used properly.

as a great man once said "A dumb move is not dumb when it works."
Sure LR and TFC were subpar in the 5th meta of power armor spam and melta all over the place, but now that melta has gotten rare and 4+/5+ infantry ruin your day? these two will crush thier way to the top.


I use a bit of melta in my list and I use it for this exact reason, Landraiders. When building my list and seeing my lack of anti AV14 I had, I put some into it. I use Broadsides you see, so I only have one hammerhead tank with Longstrike in it and if he just so happens to miss or get blown up then I need a second option. So Crisis Suits with Fusions and the Riptide will take up that role if Longstrike bites the dust.


Automatically Appended Next Post:
 necron99 wrote:
I just started playing Tau and have to deal with daemon players who like to play 4 FMCs running around the board so do tell...how do I kill 1 FMC a turn? A Riptide nova charging his heavy burst cannon would give him 12 rending shots (that get hot!). Attached to commander Buffy the Riptide would become TL, monster hunter and ignore cover. In most cases the MC has iron arm so will almost always be t7+ which means you will need to hit and wound on 6's, right?

When I was at Nova this year there were a ton of people playing daemons with multiple MCs and dogs running around. My first two games were against that type of build so I can only assume the Tau players (and there were a sh*t load of them) had to deal with the daemon MC lists and Tau almost always seemed to come out on top...


These lists are one of the lists that Tau will find more difficult. High toughness monsterous creactures seems to be one of our biggest weaknesses. I had trouble the other week with this very thing when I came up against a daemon player with 4 of them in an apocalypse game. I'm also now having to think about how I go about taking out a Hierophant Bio-Titan. The player down at the store who brought in his Reaver Titan has now stopped bringing that in and brings the Hirophant instead.


Actually mc heavy lists are pretty easy for tau to deal with, broadsides with a chip comander should have no problem icing a mc per turn. Markerlights cause grounding checks, and if you can strip cover, skyrays, sniper drones, and riptides have no problem killing mcs.

This message was edited 1 time. Last update was at 2013/09/26 12:46:00


 
   
Made in us
Longtime Dakkanaut




Macclesfield, UK

 krootman. wrote:
Actually mc heavy lists are pretty easy for tau to deal with, broadsides with a chip comander should have no problem icing a mc per turn. Markerlights cause grounding checks, and if you can strip cover, skyrays, sniper drones, and riptides have no problem killing mcs.


Its more along the lines of MCs with Ironarm on them or just with a really high toughness value. So talking about a T8 to T10 Great Unclean One for example. I shot a whole Farsight bomb unit with 16 Fusion blasters at this GUC at T9, using Monster Hunter from the Puretide Chip and I didn't even cause a single wound. Granted I was a bit unlucky because my opponent rolled well for his Invulnerable Save and FNP.

However I need to have a look at a copy of the Daemons codex sometime because he had a unit of Bloodletters which he gave a 2++ save to and I've been told by some other people that he can't do that to the Bloodletters, he can only do it to one of his MCs, since it is only a +1 onto an invulnerable save.

In all it wouldn't win tournaments because you don't always effectively roll Ironarm, but when you do roll it those MCs can be tough for a Tau player to deal with.
   
Made in au
Tea-Kettle of Blood




Adelaide, South Australia

 DarthOvious wrote:
However I need to have a look at a copy of the Daemons codex sometime because he had a unit of Bloodletters which he gave a 2++ save to and I've been told by some other people that he can't do that to the Bloodletters, he can only do it to one of his MCs, since it is only a +1 onto an invulnerable save.


It is possible to get a 2++ on Bloodletters with the right Warp Storm result and the Grimoire of True Names.

 Ailaros wrote:
You know what really bugs me? When my opponent, before they show up at the FLGS smears themselves in peanut butter and then makes blood sacrifices to Ashterai by slitting the throat of three male chickens and then smears the spatter pattern into the peanut butter to engrave sacred symbols into their chest and upper arms.
I have a peanut allergy. It's really inconsiderate.

"Long ago in a distant land, I, M'kar, the shape-shifting Master of Chaos, unleashed an unspeakable evil! But a foolish Grey Knight warrior wielding a magic sword stepped forth to oppose me. Before the final blow was struck, I tore open a portal in space and flung him into the Warp, where my evil is law! Now the fool seeks to return to real-space, and undo the evil that is Chaos!" 
   
Made in us
Dakka Veteran





 DarthOvious wrote:
 krootman. wrote:
Actually mc heavy lists are pretty easy for tau to deal with, broadsides with a chip comander should have no problem icing a mc per turn. Markerlights cause grounding checks, and if you can strip cover, skyrays, sniper drones, and riptides have no problem killing mcs.


Its more along the lines of MCs with Ironarm on them or just with a really high toughness value. So talking about a T8 to T10 Great Unclean One for example. I shot a whole Farsight bomb unit with 16 Fusion blasters at this GUC at T9, using Monster Hunter from the Puretide Chip and I didn't even cause a single wound. Granted I was a bit unlucky because my opponent rolled well for his Invulnerable Save and FNP.

However I need to have a look at a copy of the Daemons codex sometime because he had a unit of Bloodletters which he gave a 2++ save to and I've been told by some other people that he can't do that to the Bloodletters, he can only do it to one of his MCs, since it is only a +1 onto an invulnerable save.

In all it wouldn't win tournaments because you don't always effectively roll Ironarm, but when you do roll it those MCs can be tough for a Tau player to deal with.

Id just play the mission and kill the troops, and wait until he fails iron arm.

The other way he could give blood letters a 2++ is if he cast forewarning on them and then grim them.

This message was edited 1 time. Last update was at 2013/09/26 13:35:39


 
   
Made in us
Longtime Dakkanaut




Macclesfield, UK

 krootman. wrote:

Id just play the mission and kill the troops, and wait until he fails iron arm.


It was an apocalypse game and we did try to knick as many objectives as we could. However we went first and in the last turn they we were able to claim back objectives we took and won the game. My partner in this game even had a royal air force with him and we still couldn't hang onto to those objectives with his flyers.

The other way he could give blood letters a 2++ is if he cast forewarning on them and then grim them.


This sounds like the deal. I was sure he was using psychic powers to do it. I thought that Forewarning was only a 4+ though? Is this correct or am I wrong? I was also told that grimnoire only boosted it by 1.

In other words, I really need to learn how Daemons work.
   
Made in gb
Proud Triarch Praetorian





Asmodai Asmodean wrote:
 IHateNids wrote:
My only local Tau player (outside of tournies) only uses a single squad of Pathfinders, and uses their weapons more than their Markers. The Markers are usually to enable multiple units to gain Skyfire. BS3 TL Railsides + a BS4 Hammerhead both into the sky makes my Night Scythes a little nervous to fly in.


Less nervous when flying into a HBC Riptide with re-roll to hit, tank hunter and ignores cover?
He doesn't have a Riptide, nor the means to get one on the near future.

But I do agree, Riptides are a pain in the arse to look at on paper, as statistically they have to absorb a lot of bullets before going down

Experience is something you get just after you need it
The Narkos Dynasty - 15k
Iron Hands - 12k
The Shadewatch - 3k
Cadmus Outriders - 4k
Alpha Legion Raiders - 3k  
   
Made in us
Dakka Veteran





 DarthOvious wrote:
 krootman. wrote:

Id just play the mission and kill the troops, and wait until he fails iron arm.


It was an apocalypse game and we did try to knick as many objectives as we could. However we went first and in the last turn they we were able to claim back objectives we took and won the game. My partner in this game even had a royal air force with him and we still couldn't hang onto to those objectives with his flyers.

The other way he could give blood letters a 2++ is if he cast forewarning on them and then grim them.


This sounds like the deal. I was sure he was using psychic powers to do it. I thought that Forewarning was only a 4+ though? Is this correct or am I wrong? I was also told that grimnoire only boosted it by 1.

In other words, I really need to learn how Daemons work.


Ahh no one wants to be on my team because I always loose apoc games doing stupid stuff so I can't help you there haha.

 
   
Made in ca
Longtime Dakkanaut





Canada

I am just going to flatly say that Tau plain cheat and that's why they are so good!

Not really, if no one else has mentioned this being able to go Monster Hunter/Tank Hunter and ignore cover with a bunch of suits or a Riptide is just BRUTAL. Then you lump on about 20 or so S7 TL shots per missile suit, then more of the same from Broadsides and you get the picture.

Individually no unit is great, it's when they work together with markelights, puretide chips etc that they become really really nasty.

 
   
Made in gb
Rough Rider with Boomstick



Wiltshire

Tycho wrote:
probably requires you to be a tactical genius ...

You called?

Note to the reader: my username is not arrogance. No, my name is taken from the most excellent of commanders: Lord Castellan Creed, of the Imperial Guar- I mean Astra Militarum - who has a special rule known only as "Tactical Genius"... Although nowhere near as awesome as before, it now allows some cool stuff for the Guar- Astra Militarum - player. FEAR ME AND MY TWO WARLORD TRAITS. 
   
Made in us
Quick-fingered Warlord Moderatus




You called?


+1

Edit: I just googled ablutions and apparently it does not including dropping a duece. I should have looked it up early sorry for any confusion. - Baldsmug

Psiensis on the "good old days":
"Kids these days...
... I invented the 6th Ed meta back in 3rd ed.
Wait, what were we talking about again? Did I ever tell you about the time I gave you five bees for a quarter? That's what you'd say in those days, "give me five bees for a quarter", is what you'd say in those days. And you'd go down to the D&D shop, with an onion in your belt, 'cause that was the style of the time. So there I was in the D&D shop..." 
   
Made in us
Dakka Veteran





Tactical_Genius wrote:
Tycho wrote:
probably requires you to be a tactical genius ...

You called?


I bet that never gets old

 
   
Made in gb
Rough Rider with Boomstick



Wiltshire

 krootman. wrote:
Tactical_Genius wrote:
Tycho wrote:
probably requires you to be a tactical genius ...

You called?


I bet that never gets old

You'd be right

Note to the reader: my username is not arrogance. No, my name is taken from the most excellent of commanders: Lord Castellan Creed, of the Imperial Guar- I mean Astra Militarum - who has a special rule known only as "Tactical Genius"... Although nowhere near as awesome as before, it now allows some cool stuff for the Guar- Astra Militarum - player. FEAR ME AND MY TWO WARLORD TRAITS. 
   
Made in us
Longtime Dakkanaut




Macclesfield, UK

Tactical_Genius wrote:
Tycho wrote:
probably requires you to be a tactical genius ...

You called?


Have an exalt on me.
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

BoomWolf wrote:Overwatch is NOTHING like an extra shooting turn. you hit on 6s and don't quite control who gets to shoot what.
What makes the Tau overwatch phase so good are the markerlights. Each markerlight can increase the BS of the shooter by one, so if you hit with 2 markerlights, the rest of the overwatch shots are at BS3, for example.
This is how you can get an 'extra turn of shooting'.

You are correct. Its not a true extra turn, as you cannot control what your going to be shooting at -- but whatever you do shoot at is going to be dead as a doorknob unless its has something like a rerollable 2+ save.


Automatically Appended Next Post:
Naw wrote:
There is a reason why Tau in one form or other are on the top of every major tournament. I don't expect Space Marines to make a huge impact there, but I do expect to see SM allied with Tau, e.g.

SM:
Khan on bike
Fully tooled up Chapter master on a bike taking hits
3-4 Grav-gun bike teams with assault bike (MM)
2 TFC's and a Stormtalon

Tau:
Buffmander without guns
Kroot bubblewrap
Missileside team with missl drones
.
This is very much like the army I am currently building. I'm not going with kroot, however. They don't bring anything to the table that 30 scouting, outflanking bikes cannot do better. Instead I think fire warriors supporting backfield objectives are better.

I also don't think the chapter master is needed. Those points can be better spent on a riptide and storm talon.

This message was edited 1 time. Last update was at 2013/09/27 11:54:05


 
   
Made in nz
Fighter Pilot





Tau are tough because Kroot eat anything even Terminators

 
   
Made in us
Pestilent Plague Marine with Blight Grenade




Lafayette, IN

Puscifer wrote:
 PrinceRaven wrote:
 BoomWolf wrote:
If tau evaporate your MCs, you are doing something wrong.
Killing one per turn is within the realm of reason, but when you have 4-5 of them, and you spawn hordes of minions, and reach into charge range by turn 2 with multiple squads and even more squads in turn 3 (as I've seen done to me too often), killing an MC every turn is not enough.


I'd love to live in this magical land of yours where Tau can only kill 1 MC per turn.


Sure, ok, you kill two a turn... oh look the rest of the Nid army is nomming your face off as you couldn't kill the original two swarms of Gants or the two more that spawned on T1.

If you have unit redundancy like Nids tend to have, Tau then have a hell of a job to kill them all. You produce or field too many things for Tau to shoot at.

If the Tau Player saturates one or possibly two MC or units a turn, you'll probably kill one or two a turn... but the Tau player is on a clock. Those Nids will be in CC on T2.

If you split fire across the breadth of a Nid army, the Tau are in trouble as you won't have done enough dmg to stop the horde.

That's how Nids beat Tau.

That and a Mawloc or two. Biovores a good too.



Umm - what???!?!?!?!?!?!!!!?!!?
Nids DON'T beat Tau - not if the Tau general know what he is doing. Nids struggle to beat 2nd and some 3rd tier armies at this point.
One of two things is going on here: The Tau players you play against have no idea how to run their army or you are a master troll of biblical proportions.

This message was edited 1 time. Last update was at 2013/09/27 12:40:23


 
   
Made in us
Dakka Veteran





labmouse42 wrote:
BoomWolf wrote:Overwatch is NOTHING like an extra shooting turn. you hit on 6s and don't quite control who gets to shoot what.
What makes the Tau overwatch phase so good are the markerlights. Each markerlight can increase the BS of the shooter by one, so if you hit with 2 markerlights, the rest of the overwatch shots are at BS3, for example.
This is how you can get an 'extra turn of shooting'.

You are correct. Its not a true extra turn, as you cannot control what your going to be shooting at -- but whatever you do shoot at is going to be dead as a doorknob unless its has something like a rerollable 2+ save.


Automatically Appended Next Post:
Naw wrote:
There is a reason why Tau in one form or other are on the top of every major tournament. I don't expect Space Marines to make a huge impact there, but I do expect to see SM allied with Tau, e.g.

SM:
Khan on bike
Fully tooled up Chapter master on a bike taking hits
3-4 Grav-gun bike teams with assault bike (MM)
2 TFC's and a Stormtalon

Tau:
Buffmander without guns
Kroot bubblewrap
Missileside team with missl drones
.
This is very much like the army I am currently building. I'm not going with kroot, however. They don't bring anything to the table that 30 scouting, outflanking bikes cannot do better. Instead I think fire warriors supporting backfield objectives are better.

I also don't think the chapter master is needed. Those points can be better spent on a riptide and storm talon.


There are an iron hands white scar build that works quite well, I have played against it a few times. Depending on how popular this build becomes you may see the return of massed kroot + ethereal for bubble wrapping to protect the riptides and massed shots.

Inigo Montoya wrote:
Puscifer wrote:
 PrinceRaven wrote:
 BoomWolf wrote:
If tau evaporate your MCs, you are doing something wrong.
Killing one per turn is within the realm of reason, but when you have 4-5 of them, and you spawn hordes of minions, and reach into charge range by turn 2 with multiple squads and even more squads in turn 3 (as I've seen done to me too often), killing an MC every turn is not enough.


I'd love to live in this magical land of yours where Tau can only kill 1 MC per turn.


Sure, ok, you kill two a turn... oh look the rest of the Nid army is nomming your face off as you couldn't kill the original two swarms of Gants or the two more that spawned on T1.

If you have unit redundancy like Nids tend to have, Tau then have a hell of a job to kill them all. You produce or field too many things for Tau to shoot at.

If the Tau Player saturates one or possibly two MC or units a turn, you'll probably kill one or two a turn... but the Tau player is on a clock. Those Nids will be in CC on T2.

If you split fire across the breadth of a Nid army, the Tau are in trouble as you won't have done enough dmg to stop the horde.

That's how Nids beat Tau.

That and a Mawloc or two. Biovores a good too.



Umm - what???!?!?!?!?!?!!!!?!!?
Nids DON'T beat Tau - not if the Tau general know what he is doing. Nids struggle to beat 2nd and some 3rd tier armies at this point.
One of two things is going on here: The Tau players you play against have no idea how to run their army or you are a master troll of biblical proportions.


Its really is hard to dispute this :( however if the mission has multiple objectives, you play a super tight game, and you have some luck....it is possible lol. A skyshield is almost a must these days. It really really really helps vs tau

This message was edited 1 time. Last update was at 2013/09/27 12:51:24


 
   
Made in il
Warplord Titan Princeps of Tzeentch






Funny, because I'm the tau player-and the nids is one of the few that I hardly beat. maybe its the player, but he's a real struggle.

As for labmouse42's point, and that's why an assualt army need a bit of artillery to soften things up first, or enough dispensable units to take the overwatch bait.
If you assault/bombard the markerlights first, or force the tau to spread out-the overwatch is not that much better then other armies, and once you go past the overwatch its pretty much an assured kill.

can neither confirm nor deny I lost track of what I've got right now. 
   
 
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