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![[Post New]](/s/i/i.gif) 2013/02/09 00:59:22
Subject: Bezerkers vs. Tau?
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Sacrifice to the Dark Gods
Georgia
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My friend just bought a large amount of Tau, I'm also starting a world eater army (I'm just starting to play again) and were due to play against each other here soon. My question is, playing sixth Ed. Rules, how would I go about destroying him, I know Tau suck in close combat, but anything else I should watch for?
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Blood for the Blood God!
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![[Post New]](/s/i/i.gif) 2013/02/09 01:06:15
Subject: < Taken by the void dragon. >
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Infiltrating Hawwa'
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< Taken by the void dragon. >
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This message was edited 1 time. Last update was at 2020/03/14 05:51:28
DakkaDakka.com does not allow users to delete their accounts or content. We don't apologize for this. |
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![[Post New]](/s/i/i.gif) 2013/02/09 01:07:40
Subject: Re:Bezerkers vs. Tau?
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Sword-Bearing Inquisitorial Crusader
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My tip would be to invest in dirge casters on your rhinos, so when you get them and your zerks up to cc range they cant overwatch, which is a big threat for any CC unit.
Also a small spead of your forces to help control the Crisis Suits from jump shoot jump tactics, basically cut off avenues so he cant jump behind cover without the treat of CC.
Be careful of broadsides, and if he is using kroot dont bother with them, they are there just to slow your RAGE FILLED BLOODLUST down, and we cant have that can we.
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I would sign this contract but I already ate the potato
GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment. |
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![[Post New]](/s/i/i.gif) 2013/02/09 01:17:48
Subject: Bezerkers vs. Tau?
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Dakka Veteran
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The main thing to watch out for is his range and mobility. Crisis suits, 30" range guns, and fast vehicles can all give some trouble to a close combat army. You could lose over half of your models before reaching him, and some units you might never be able to catch.
I would suggest bringing a few Terminators with combi-plasma or combi-melta. Deep strike them next to a problem unit (such as Crisis Suits) and blow them away. Obliterators could also work well.
Other than that, you want a lot of fast units. Chaos Bikers, Raptors, maybe even a Maulerfiend could work - just keep it away from railguns.
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![[Post New]](/s/i/i.gif) 2013/02/09 01:33:59
Subject: Bezerkers vs. Tau?
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Legendary Master of the Chapter
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I find that flooding quick moving threats quickly into range is the most difficult thing to deal with as tau.
quickly move into mid field at the same time while giving them too many targets to deal with and you will win once you get into assault range.
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Unit1126PLL wrote: Scott-S6 wrote:And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.
Oh my god I'm becoming martel.
Send help!
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![[Post New]](/s/i/i.gif) 2013/02/09 01:52:33
Subject: Bezerkers vs. Tau?
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Been Around the Block
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High mobility assault units en mass. There is pretty much nothing tau can do about this other than bring some hearty allies. Mobility is key. pretty much anything that will be on my front lines turn 2 will wreck shop.
I have to disagree with Siphen on the terminators. Broadsides pick them up before they get to swing most often. Additionally you are overspending on powerfists when standart tac marines with no close combat weapons will do the job. Not even exaggerating I've had 1 tac marine pick up a 12 man FW squad.... more times than I care to recall.
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![[Post New]](/s/i/i.gif) 2013/02/09 02:25:14
Subject: Bezerkers vs. Tau?
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Regular Dakkanaut
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One word: Defilers......because they are walking tanks of carnage.....!
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![[Post New]](/s/i/i.gif) 2013/02/09 02:50:59
Subject: Re:Bezerkers vs. Tau?
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Sword-Bearing Inquisitorial Crusader
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I would use deep striking Termies just to throw off my opponent, shift their focus aswell as play a little control in their movements.
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I would sign this contract but I already ate the potato
GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment. |
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![[Post New]](/s/i/i.gif) 2013/02/09 06:18:21
Subject: Bezerkers vs. Tau?
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Fireknife Shas'el
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Just my bit of advice is target priority.
Target and destroy one unit before moving on to the next.
Broadsides should be the first to go because of their range and firepower.
Crisis suits are next for their mobility and firepower
Then take down firewarriors. Once they are all gone, move on to vehicles.
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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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![[Post New]](/s/i/i.gif) 2013/02/09 06:28:05
Subject: Re:Bezerkers vs. Tau?
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Sword-Bearing Inquisitorial Crusader
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Savageconvoy said it the best, by taking out the range as fast as you can and in order of biggest threat, you cripple all that is tau.
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I would sign this contract but I already ate the potato
GENERATION 9: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment. |
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![[Post New]](/s/i/i.gif) 2013/02/10 07:01:53
Subject: Re:Bezerkers vs. Tau?
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Bane Lord Tartar Sauce
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Also, don't over-value fire warriors. While they do have S5, with BS3 they are about as effective as killing your berzerkers as a marine with a bolter. Ultimately, I would suggest what a lot of other players are already suggesting. Fast units and transports. If you have or can afford them, Helldrakes and Land Raiders will do very well. Crisis suits have a 3+ save and Fire warriors like cover, so being able to drop a 360 degree S6 AP3 Template on them is golden. Landraiders let your Berzerkers charge after disembarking and protect them until they are able to do so.
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![[Post New]](/s/i/i.gif) 2013/02/10 07:15:46
Subject: Bezerkers vs. Tau?
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Fresh-Faced New User
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They have no AA other than fortifications. If you have flyers, get rid of the AA and then take out crisis suits and broadsides. Fire warriors don't even worry about until towards the end of the game, same with kroot. Pathfinders I would kill when they pop their head just because they make other things really good.
On your side, like RegalPhantom said: land raiders for your khorne berserkers, and Helldrakes. If there is forgeworld involved on either side play it by ear as the Tau forgeworld stuff is all very good for its cost (except maybe remoras and xv9's)
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