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Made in ie
Terrifying Wraith






Run some of the Kroot Options, I've always wantted to see a pure kroot force but alas it's not to be. Don't pay the money for FW ones though, just convert your own
   
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Terminator with Assault Cannon





Martel732 wrote:
Necrons are tough, but they can't throttle me the way that Gladius marines, centstar marines, Eldar or Tau do. They just can't kill me off nearly as quickly which means more things can go wrong for them.


As I said, I LOVE playing against Necrons. It's an army full of people that my boltguns potentially can hurt, of vehicles that my missile launchers can destroy, etc. Not to mention that Sternguard pretty much laugh at Necron warriors.

This message was edited 2 times. Last update was at 2016/03/23 15:07:44


 
   
Made in us
Locked in the Tower of Amareo




When I play Necrons, I don't count on boltguns for much. I don't really count on boltguns for much at all except maybe against demons.
   
Made in us
Loyal Necron Lychguard





Virginia

Traditio wrote:
Martel732 wrote:
Necrons are tough, but they can't throttle me the way that Gladius marines, centstar marines, Eldar or Tau do. They just can't kill me off nearly as quickly which means more things can go wrong for them.


As I said, I LOVE playing against Necrons. It's an army full of people that my boltguns potentially can hurt, of vehicles that my missile launchers can destroy, etc. Not to mention that Sternguard pretty much laugh at Necron warriors.


A missile launcher easily destroying a Necron vehicle? Uhh...

And as Martel said, I as a Necron player am not afraid of Boltguns.

40k:
8th Edtion: 9405 pts - Varantekh Dynasty  
   
Made in us
Shas'ui with Bonding Knife






Traditio wrote:
Martel732 wrote:
Necrons are tough, but they can't throttle me the way that Gladius marines, centstar marines, Eldar or Tau do. They just can't kill me off nearly as quickly which means more things can go wrong for them.


As I said, I LOVE playing against Necrons. It's an army full of people that my boltguns potentially can hurt, of vehicles that my missile launchers can destroy, etc. Not to mention that Sternguard pretty much laugh at Necron warriors.


it takes an insane amount of fire to bring down necrons. Not to mention even your sternguard, maybe the pen armor.. but then they still have a potential 4+ anyway. I hate playing necrons and I play Tau and Eldar

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Traditio wrote:
Everything should be scaled down to bring the game more in line with a "my army (i.e., this blob of infantry with their vehicles) fights your army (that blob of infantry with their vehicles)" kind of feel. Giant robots and other nonsense like that need to be scaled down. A lot.


Yes, because giant robots aren't a valid reason to play 40k and aren't the reason many players get into Tau to begin with.

Oh wait, I forgot that Tau shouldn't exist and we should all be clanging gardening tools off of each other's pauldrons. My bad.
   
Made in us
Terminator with Assault Cannon





Grizzyzz wrote:it takes an insane amount of fire to bring down necrons. Not to mention even your sternguard, maybe the pen armor.


Kraken rounds: S4, 30 inch range, AP 4. Basically, it turns the 4+ armor, 4+ FNP into just a 4+ FNP.


Automatically Appended Next Post:
krodarklorr wrote:A missile launcher easily destroying a Necron vehicle? Uhh...

And as Martel said, I as a Necron player am not afraid of Boltguns.


I play Crimson Fists (Imperial Fists chapter tactics). Your vehicles, on average, have 13 AV until I score a pen. That means that I'm glancing on 5s, penning on 6s. My missile launchers are, for the first three turns, essentially firing at BS 5 or better, and I reroll failed penetrating hits due to tank hunters.

You can jink, of course....on 4s. But you're snap-shooting on the following turn.

This message was edited 3 times. Last update was at 2016/03/23 15:20:17


 
   
Made in us
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Srsly though I made this thread to ask for suggestions on making my Tau more fun to play against for people who are okay with playing against Tau.

I didn't make it so people who hate Tau players' guts just for existing can vent about having to share the FLGS with us.

Nerf pulse rifles, you guys

This message was edited 1 time. Last update was at 2016/03/23 15:20:08


 
   
Made in us
Locked in the Tower of Amareo




Tau work mostly as I would expect them to except for unkillable MCs.
   
Made in us
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 Jewelfox wrote:
Srsly though I made this thread to ask for suggestions on making my Tau more fun to play against for people who are okay with playing against Tau.

I didn't make it so people who hate Tau players' guts just for existing can vent about having to share the FLGS with us.

Nerf pulse rifles, you guys


I think that this has basically already been answered in this thread.

Tau aren't fun to play against. Period.

You can mitigate this, of course, by:

1. Allowing your opponent a higher points limit.
2. Loading the field with LOS blocking terrain (not that it matters anyway vs. Tau).
3. Actually bothering to move your Tau in the movement phase.

But ultimately, the people who think that tau aren't fun to play against probably aren't going to like Tau regardless of how you play them.

Tau are fundamentally unfun to play against because of how that army operates. By playing Tau, you have opted to play a "broken" codex.

At this point, I simply have to ask:

Why did you decide to play Tau? Simply because they look cool?

Or because you knew that they were a really strong army? How much research did you do before deciding to play Tau? Were you unaware of the general Tau hate when you purchased your codex and models?

This message was edited 2 times. Last update was at 2016/03/23 15:28:34


 
   
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Martel732 wrote:
Tau work mostly as I would expect them to except for unkillable MCs.


Try using grav weapons on Riptides, if they are available to your list
   
Made in us
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 Jewelfox wrote:
Martel732 wrote:
Tau work mostly as I would expect them to except for unkillable MCs.


Try using grav weapons on Riptides, if they are available to your list


Grav weapons have, at most, a 24 inch range. Grav weapons are only really effective on bikes (they might also be effective in the formation that allows drop-podded devastators to have relentless). Even on centurions (who have relentless), I don't think that they're really that good. Even on centurions, they have roughly, at most, a 30 inch threat range. That's it. 30 inches.

If grav weapons are hitting your riptide (a monstrous jump creature), you should strongly consider the possibility that you've made some TERRIBLE tactical decisions.

This message was edited 5 times. Last update was at 2016/03/23 15:35:24


 
   
Made in th
Boom! Leman Russ Commander




New Zealand

OP is as much to blame for playing a stronger dex as I do for playing several UP dex's. We liked the aesthetic, playstyle, or just the fluff. Stop implying there's some malicious intent in the OP. Read their blog, it's clear you're wrong, like most of the trash posts I've seen you make on this forum.

5000
 
   
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Traditio wrote:
Tau aren't fun to play against. Period.


Yes, and that's why us Tau players never make friends or play games.

Traditio wrote:
Why did you decide to play Tau? Simply because they look cool?

Or because you knew that they were a really strong army? How much research did you do before deciding to play Tau? Were you unaware of the general Tau hate when you purchased your codex and models?


I was aware, after a TVTropes binge, that the Tau were idealists in a galaxy filled with genocidal xenophobes.

I was not aware that some spehss mureen fans got so into character as to call for Tau players' extermination.
   
Made in fi
Longtime Dakkanaut




 Jewelfox wrote:
Traditio wrote:
Everything should be scaled down to bring the game more in line with a "my army (i.e., this blob of infantry with their vehicles) fights your army (that blob of infantry with their vehicles)" kind of feel. Giant robots and other nonsense like that need to be scaled down. A lot.


Yes, because giant robots aren't a valid reason to play 40k and aren't the reason many players get into Tau to begin with.

Oh wait, I forgot that Tau shouldn't exist and we should all be clanging gardening tools off of each other's pauldrons. My bad.


Lets put it this way: Tau were my first army and I was a big Tau fan until the 6th edition Codex. Now my army's gathering dust and likely to stay that way. My sig's kind of a giveaway.

This message was edited 2 times. Last update was at 2016/03/23 15:38:16


Mr Vetock, give back my Multi-tracker! 
   
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 Jewelfox wrote:
Martel732 wrote:
Tau work mostly as I would expect them to except for unkillable MCs.


Try using grav weapons on Riptides, if they are available to your list


Grav guns can't put out enough wounds to bring one down, much less three or more.
   
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Martel732 wrote:
Grav guns can't put out enough wounds to bring one down, much less three or more.


Plus, again, 24 inch range (at most). I've only ever really been "afraid" of grav weapons when I've seen then en masse on bikes.

This message was edited 2 times. Last update was at 2016/03/23 15:43:40


 
   
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Merellin wrote:But why would you put 3 expensive markerlights in a fire warrior unit when the fire warrior unit cant use it's own markerlights?


Traditio wrote:
 Jewelfox wrote:
Martel732 wrote:
Tau work mostly as I would expect them to except for unkillable MCs.


Try using grav weapons on Riptides, if they are available to your list


Grav weapons have, at most, a 24 inch range. Grav weapons are only really effective on bikes (they might also be effective in the formation that allows drop-podded devastators to have relentless). Even on centurions (who have relentless), I don't think that they're really that good. Even on centurions, they have roughly, at most, a 30 inch threat range. That's it. 30 inches.

If grav weapons are hitting your riptide (a monstrous jump creature), you should strongly consider the possibility that you've made some TERRIBLE tactical decisions.



So Grav centstar with librarians and GoI are non existent? Nor decent positioning? Since a 30" effective shooting range is a 60" diameter circle which cover the majority of the table. And your ignoring the fact that some missions may arise where you need that objective only a Riptide is able to get for you that turn.

It is completely ridiculous to say someone is terrible because their riptide or any other unit for that matter is being shot at... the table is only so big.

When I played marines you know what I did to stop a riptide.. i used a grav cents to force his movement towards little old scout marines.. who unexpectedly charged his riptide and held him in combat for 3 game turns because he couldn't sweep me.

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BA don't have grav cents. There's no point in allying them when a pure vanilla force is strictly better in every way.
   
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 Jewelfox wrote:
Traditio wrote:
Everything should be scaled down to bring the game more in line with a "my army (i.e., this blob of infantry with their vehicles) fights your army (that blob of infantry with their vehicles)" kind of feel. Giant robots and other nonsense like that need to be scaled down. A lot.


Yes, because giant robots aren't a valid reason to play 40k and aren't the reason many players get into Tau to begin with.
To be fair, the giant robots are a revent development of the last couple years for Tau, not a longstanding hallmark. They used to be a very tank heavy army, with Crisis Suits in support (but werent big gigantor robots either).

Traditio wrote:
Martel732 wrote:
Necrons are tough, but they can't throttle me the way that Gladius marines, centstar marines, Eldar or Tau do. They just can't kill me off nearly as quickly which means more things can go wrong for them.


As I said, I LOVE playing against Necrons. It's an army full of people that my boltguns potentially can hurt, of vehicles that my missile launchers can destroy, etc. Not to mention that Sternguard pretty much laugh at Necron warriors.
Yeah...sure you can kill Warriors with Bolters...not very well, only slightly easier than than killing Terminators with them...at 1/3rd the price, while a BS4 Krak missile has about a 1 in 108 chance to explode a jinking Necron skimmer, and those Sternguard cost *wayyyyy* more than those Warriors and on average are only killing ~3 with a full 20 shot rapid fire salvo and are removing fewer points from the board than if youd just shot at naked guardsmen.

This message was edited 1 time. Last update was at 2016/03/23 15:54:38


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Martel732 wrote:
BA don't have grav cents. There's no point in allying them when a pure vanilla force is strictly better in every way.


Your right.. and I think everyone has always agreed with you, BA aren't good right now.. they got canned in the release cycle.. so maybe play another chapter if you want to handle more situations (since you don't want to ally that is)..

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Play TE or FSE, check out my useful guide for New players! 
   
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 Vaktathi wrote:
 Jewelfox wrote:
Traditio wrote:
Everything should be scaled down to bring the game more in line with a "my army (i.e., this blob of infantry with their vehicles) fights your army (that blob of infantry with their vehicles)" kind of feel. Giant robots and other nonsense like that need to be scaled down. A lot.


Yes, because giant robots aren't a valid reason to play 40k and aren't the reason many players get into Tau to begin with.
To be fair, the giant robots are a revent development of the last couple years for Tau, not a longstanding hallmark. They used to be a very tank heavy army, with Crisis Suits in support (but werent big gigantor robots either).



I liked the Tau vehicle upgrade that made them fast, but not fast. That was so thematically accurate.
   
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 Vaktathi wrote:
 Jewelfox wrote:
Traditio wrote:
Everything should be scaled down to bring the game more in line with a "my army (i.e., this blob of infantry with their vehicles) fights your army (that blob of infantry with their vehicles)" kind of feel. Giant robots and other nonsense like that need to be scaled down. A lot.


Yes, because giant robots aren't a valid reason to play 40k and aren't the reason many players get into Tau to begin with.
To be fair, the giant robots are a revent development of the last couple years for Tau, not a longstanding hallmark. They used to be a very tank heavy army, with Crisis Suits in support (but werent big gigantor robots either).



Fluff speaking.. the Imperium is what forced Tau to make riptides exist... so you can only blame yourselves

Take a look at my painting blog! Always looking to improve, please feel free to comment with thoughts and advice!

Play TE or FSE, check out my useful guide for New players! 
   
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 Grizzyzz wrote:
Martel732 wrote:
BA don't have grav cents. There's no point in allying them when a pure vanilla force is strictly better in every way.


Your right.. and I think everyone has always agreed with you, BA aren't good right now.. they got canned in the release cycle.. so maybe play another chapter if you want to handle more situations (since you don't want to ally that is)..


I shouldn't have to trash can my army to take on giant stompy robots. That's the whole point. Mechanically, the fact that anti-tank weapons suck both against tanks AND MCs at this point is absurd. Fixing that would fix a lot of problems. If lascannons dealt two or three wounds to Riptides, problem largely solved.


Automatically Appended Next Post:
 Grizzyzz wrote:
 Vaktathi wrote:
 Jewelfox wrote:
Traditio wrote:
Everything should be scaled down to bring the game more in line with a "my army (i.e., this blob of infantry with their vehicles) fights your army (that blob of infantry with their vehicles)" kind of feel. Giant robots and other nonsense like that need to be scaled down. A lot.


Yes, because giant robots aren't a valid reason to play 40k and aren't the reason many players get into Tau to begin with.
To be fair, the giant robots are a revent development of the last couple years for Tau, not a longstanding hallmark. They used to be a very tank heavy army, with Crisis Suits in support (but werent big gigantor robots either).



Fluff speaking.. the Imperium is what forced Tau to make riptides exist... so you can only blame yourselves


I don't acknowledge the fluff for the most part. Riptides exist to make GW $$$$.

This message was edited 2 times. Last update was at 2016/03/23 15:52:14


 
   
Made in us
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I ask people's permission before bringing my Riptide. I also make sure they know that I'm playing Tau, when I'm scheduling games with them.

If my opponent doesn't have fun, or feels that they never stood a chance against me, I feel like I've failed as a gaming partner. That's why I started this thread. Not because my opponents haven't enjoyed themselves, but because I want to make sure they still do as I get cooler models and learn better skills.

So you can put away your torches, because if you don't want to be in the same game as me then I don't want to play against you, either. I didn't paint these blobs of Tau infantry so that space marine players can complain about how nothing should ever be better than them.

Start a new thread to complain about our fething pulse rifles.
   
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Pulse rifles are fine, I think. S5 is not nearly as obnoxious as S6. Yes, you can glance out AV 11, but not particularly efficiently, and AV 11 units are usually pretty cheap.

Plus, fire warriors actually care about something like a Baal predator rolling up. I don't see any problem with fire warriors. It's more a problem of being able to squeeze 14pts+upgrades worth out of tactical marines. This is why I don't think marines are actually a good starter army, because they are so unfocused.

This message was edited 1 time. Last update was at 2016/03/23 16:00:29


 
   
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Martel732 wrote:I shouldn't have to trash can my army to take on giant stompy robots. That's the whole point. Mechanically, the fact that anti-tank weapons suck both against tanks AND MCs at this point is absurd. Fixing that would fix a lot of problems. If lascannons dealt two or three wounds to Riptides, problem largely solved.


Or maybe a bunch of MCs just need to be nerfed. Riptides should have the following stats:

Walker: AV: F 12, S 12, R 10. 3 HP.

Ditto for wraithlords.

Ditto for wraithknights, except higher AV values.

This message was edited 3 times. Last update was at 2016/03/23 16:05:16


 
   
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Martel732 wrote:
I don't acknowledge the fluff for the most part. Riptides exist to make GW $$$$.


Unlike Space Marines.
   
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Traditio wrote:
Martel732 wrote:I shouldn't have to trash can my army to take on giant stompy robots. That's the whole point. Mechanically, the fact that anti-tank weapons suck both against tanks AND MCs at this point is absurd. Fixing that would fix a lot of problems. If lascannons dealt two or three wounds to Riptides, problem largely solved.


Or maybe a bunch of MCs just need to be nerfed. Riptides should have the following stats:

Walker: AV: F 12, S 12, R 10. 3 HP.

Ditto for wraithlords.

Ditto for wraithknights, except higher AV values.


Nah doesn't matter.. because then they would essentially be like dreadnaughts.. and their would be complaints that riptides get invul saves and have better guns then dreads do.

Take a look at my painting blog! Always looking to improve, please feel free to comment with thoughts and advice!

Play TE or FSE, check out my useful guide for New players! 
   
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Martel732 wrote:

I shouldn't have to trash can my army to take on giant stompy robots. That's the whole point. Mechanically, the fact that anti-tank weapons suck both against tanks AND MCs at this point is absurd. Fixing that would fix a lot of problems. If lascannons dealt two or three wounds to Riptides, problem largely solved.


Yeah, it's got really stupid. They should both fix the vehicle damage AND make units like Riptides vehicles. This would remove the absurdities resulting from Riptide's MC status.

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