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Made in us
Lurking Gaunt




Winchester VA

Dakka,

I have a Tau player at our "house" that seems really good. I noticed that he uses the terrain to his advantage by placing alot of it on his deployment side and sitting in it while i advance my swarms. But that aside, what are some solid tactics i can employ against this Tau menice?

Outflanking?
DS?
Swarms?

His army changes a bit every game but he mainly uses his skimmer tanks and these body suits. Thank guys!

Death is ever vigilant  
   
Made in ca
Fresh-Faced New User






If he sits in terrain every game, try spore pods with Doom of Malan'tai/Devilgaunts or Ymgarl Genestealers to pop out of terrain.

Bring the fight to those silly Tau!

Also, how are you guys dividing up terrain? If you guys are picking table halves first and then agreeing to do narrative terrain (you guys just place it wherever) and he proceeds to deliberately saturate his side of the table with it, then something might be up...

Downward the [dice] fall, then nimbly leaping upward,
They overpower the man with hands, though handless.
Cast on the board like magic bits of charcoal.
Though cold themselves, they burn the heart to ashes.  
   
Made in nz
Longtime Dakkanaut





United Kingdom

A couple of Mawlocs popping up under him will soon get him thinking, plus they should give enough distraction for your force to close in, ymgarls popping up around him will hurt him badly, and either wipe out or tie up some of his most threatening units.

   
Made in us
Huge Hierodule





Louisiana

Ymgarls, spore pods with warriors or devourer gants, and flying hive tyrants will bring the fight to him and quickly

Been out of the game for awhile, trying to find time to get back into it. 
   
Made in nz
Longtime Dakkanaut





United Kingdom

 tetrisphreak wrote:
Ymgarls, spore pods with warriors or devourer gants, and flying hive tyrants will bring the fight to him and quickly


The key to beating tau with nids is in this post, but not even in the units mentioned, it's the word 'quickly'. Tau need to keep armies at range and have their high strength weapons pick your units off, but get some units in their face as fast as possible and you will disrupt them and they will quickly fall apart.

   
Made in us
Gore-Soaked Lunatic Witchhunter







Use the rulebook's terrain deployment rules as written, it'll lead to more equitable placement.

Barring that, find something that gets you into combat without requiring you to cross the table. Tyranids have plenty of options there; Mycetic Spores, Trygons, Ymgarl Genestealers...

Balanced Game: Noun. A game in which all options and choices are worth using.
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Made in us
Raging Ravener




Biovores do terrible things to fire warriors. Ignoring there armor and bypassing LOS cover "such as that pesky ADL" they work wonderfully to pick off characters in the squads and pin them.

Doom also hurts tau and there low leadership. Doesnt take long to reach 10 wounds when your wiping out fire warriors left and right.

Running swarms at fire warrior gunlines leads to excessive wounds. Same thing for deep striking or outflanking things that have to sit for a turn before they can do anything "Mawlocks and genestealers" those S5 shots can hurt even MCs if left out in the open. Spore in things that damage first turn. Devilgaunts do this well as they both provide a slowed volume of fire and cause leadership tests with debuffs against the taus already low leadership.

Never underestimate the Genestealers ability to sweeping advance EVERYTHING!  
   
Made in us
Lurking Gaunt





Biovores work wonderfully against Tau, and Ymgarls are always great.

When it comes to terrain, if you're going by the book, you'll be alternating placement of terrain. Use your choices to "fill up" his terrain slots (1d3 per 2' square) with terrain that doesn't help him.

Line-of-sigh blocking terrain helps create "dead spaces" where your nids can advance in (relative) safety, and won't slow you down.

Remember that Move Through Cover allows you to ignore Dangerous Terrain, and that a fair number of your nids have it. I've had quite a bit of success (and amusement) at covering the board with as much dangerous terrain as possible, blatantly ignoring the danger while forcing opponents to still make their saves.
   
Made in us
Lurking Gaunt




Winchester VA

Wow thanx guys! I didnt really think about mass spores. Can the ymgarls assault when they come out?

Death is ever vigilant  
   
Made in gb
Deadly Dark Eldar Warrior





Ymgarls can assault out of cover, which makes them already better then generic genestealers.

Hive guard are also useful for facing tau vehicles so they don't get those pesky cover saves.

Tervigons and the gaunt cannon mean you can get the tau units into combat by turn 2 and stop their shooting while you get the rest of the units up the board.
   
Made in us
Lurking Gaunt





tyranidswarm wrote:
Wow thanx guys! I didnt really think about mass spores. Can the ymgarls assault when they come out?


Yes they can. ^___^
   
Made in us
Major




Fortress of Solitude

Ymgarls can indeed assault

Celesticon 2013 Warhammer 40k Tournament- Best General
Sydney August 2014 Warhammer 40k Tournament-Best General 
   
Made in il
Warplord Titan Princeps of Tzeentch






 lord_bobbington wrote:

Hive guard are also useful for facing tau vehicles so they don't get those pesky cover saves.


They also do quite a number on our crisis suits and broadsides.

can neither confirm nor deny I lost track of what I've got right now. 
   
Made in us
Infiltrating Broodlord





Hemet, CA

I can attest to the usefulness of genestealers. 3 or 4 10 strong units outflanking with the tyrant's +1 reserve power is excellent. As everyone has said, it's about QUICKNESS and saturation. That's why my 'stealers are always accompanied by something cheap that flies or pods.

On a 3+ you're going to get a lot of things on the board--if you have 5 or more things to roll for that is.

Tired of reading new rulebooks... Just wanting to play. 
   
Made in nz
Longtime Dakkanaut





United Kingdom

 Grunt_For_Christ wrote:
I can attest to the usefulness of genestealers. 3 or 4 10 strong units outflanking with the tyrant's +1 reserve power is excellent. As everyone has said, it's about QUICKNESS and saturation. That's why my 'stealers are always accompanied by something cheap that flies or pods.

On a 3+ you're going to get a lot of things on the board--if you have 5 or more things to roll for that is.


Put the Swarmlord in there and its a 2+, another useful distraction you can use is a Mawloc, hide it in cover first turn, burrow it. Comes in auto 2nd turn, chances are the way Tau box up, you'll do some damage on your deep strike, it will either weather a full turn of shooting and allow the rest of your army to move up into combat range unscathed, or he'll ignore it at his own peril.

   
Made in us
Infiltrating Broodlord





Hemet, CA

So very true.

Tired of reading new rulebooks... Just wanting to play. 
   
Made in nz
Longtime Dakkanaut





United Kingdom

My favorite tactic against parking lot Guardsmen funny enough. Especially running a pair of them.

   
Made in us
Lurking Gaunt




Winchester VA

I was thinking about infiltrating a squad of normal genes maybe 10 strong. then outflanking with 25 or so horms then use the ymgarls for that surprise. Of coarse have a couple spores coming in and the walking of terms and tervs. Decent melee?

Death is ever vigilant  
   
Made in us
Lurking Gaunt





Remember that you can't assault from outflanking anymore, so anything that comes in from the sides is going to take a turn being shot at by anything they could charge.

I'd stick to Ymgarls and drop pods for shooty units (devgants are brutal against Tau) and just run the hormagaunts up across the board.

Outflanking a Tervigon would be cute, however, especially if you can get it behind some cover so that it can start pushing out babies from the flank next turn.
   
Made in nz
Longtime Dakkanaut





United Kingdom

Yeah because the Ymgarls have the added bonuses of Paranoia and assualting the turn the arrive

   
Made in us
Lurking Gaunt




Winchester VA

I was figuring they could either shoot the inf genestealers or the mass horms that will surely get there by turn 2 or keep starting at the oncoming trygons either by DS or just walking. Make him think i guess

Death is ever vigilant  
   
Made in us
Fireknife Shas'el






Tau will have LD 7-8 for everything except HQ and HQ will generally be 9. If you push up, he'll be pressed further against the board again. All that's left is firing enough to force morale and watch them run.

That's probably my suggestion for suits too. Try and pop 1 per squad and hope they run.

I'm expecting an Imperial Knights supplement dedicated to GW's loyalist apologetics. Codex: White Knights "In the grim dark future, everything is fine."

"The argument is that we have to do this or we will, bit by bit,
lose everything that we hold dear, everything that keeps the business going. Our crops will wither, our children will die piteous
deaths and the sun will be swept from the sky."
-Tom Kirby 
   
 
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