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				<title>TAU TACTICS!!!</title>
				<description><![CDATA[ Hi! I'm looking for some Tau tactics and strategies and really apreciate comments and posts, thanks!]]></description>
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				<pubDate><![CDATA[Mon, 21 Sep 2009 02:45:03]]> GMT</pubDate>
				<author><![CDATA[ The Warp]]></author>
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				<title>TAU TACTICS!!!</title>
				<description><![CDATA[ . . . yeah I got nothing.]]></description>
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				<pubDate><![CDATA[Mon, 21 Sep 2009 03:01:30]]> GMT</pubDate>
				<author><![CDATA[ Writerski7]]></author>
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				<title>TAU TACTICS!!!</title>
				<description><![CDATA[ Take Kroot.]]></description>
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				<pubDate><![CDATA[Mon, 21 Sep 2009 03:03:56]]> GMT</pubDate>
				<author><![CDATA[ sourclams]]></author>
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				<title>TAU TACTICS!!!</title>
				<description><![CDATA[ Broadsides and Hammerheads will serve you well.<br /> <br /> Fire warrors can shoot, but not much else<br /> <br /> And lastly, to keep from being assaulted OR shot, get creative with your crisis suits!  Even with a single power weapon, a tactical squad will have a hard time trying to kill back guys with 3+ armor and a bunch of drones...especially if they were the ones getting charged...and if you charge into a unit that can fight and lose...well, that's what you have the Fail-Safe for, FOR THE GREATER GOOD *boom* <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0">]]></description>
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				<pubDate><![CDATA[Mon, 21 Sep 2009 03:16:12]]> GMT</pubDate>
				<author><![CDATA[ starbomber109]]></author>
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				<title>TAU TACTICS!!!</title>
				<description><![CDATA[ Tactics against Tau usually revolve around being able to withstand copious amounts of caps lock and knowing how to keep 12 year olds away from your models.  <br /> <br /> Oh you meant tactics <span class="glossaryitem" onmouseover='gp(400);'>AS</span> Tau...good luck with that.]]></description>
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				<pubDate><![CDATA[Mon, 21 Sep 2009 03:42:21]]> GMT</pubDate>
				<author><![CDATA[ IntoTheRain]]></author>
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				<title>TAU TACTICS!!!</title>
				<description><![CDATA[ Take kroot, hounds and piranhas to block movement.<br /> <br /> Lots of fireknives that sit out of range of your opponents guns.<br /> <br /> And pathfinders to remove cover, increase your suits <span class="glossaryitem" onmouseover='gp(14);'>BS</span>.<br /> <br /> Hammerheads and broadsides to kill mech<br /> <br /> Concentrated fire and target priority are important as well.<br /> <br /> <br /> Unfortunately I would guess most of the people on here have never fought against Tau or never fought against good tau.<br /> <br /> Also, fire warriors are bad.]]></description>
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				<pubDate><![CDATA[Mon, 21 Sep 2009 05:17:47]]> GMT</pubDate>
				<author><![CDATA[ Timmah]]></author>
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				<title>Re:TAU TACTICS!!!</title>
				<description><![CDATA[ Tau are all about damage avoidance. Use your vehicles to block <span class="glossaryitem" onmouseover='gp(85);'>LOS</span>/assault (with Disruption pods for shooting, flechettes for assault), the good ol' <span class="glossaryitem" onmouseover='gp(278);'>JSJ</span> for your suits and Kroot with a 2+ of 3+ coversave to block shooting/assault against Pathfinders/suits.<br /> Also don't take <span class="glossaryitem" onmouseover='gp(39);'>FW</span> (apart from the minimal 6), they are fairly weak and don't add anything to your army you can't get anywhere esle.]]></description>
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				<pubDate><![CDATA[Mon, 21 Sep 2009 09:41:27]]> GMT</pubDate>
				<author><![CDATA[ Joostuh]]></author>
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				<title>TAU TACTICS!!!</title>
				<description><![CDATA[ <blockquote><div><cite>Timmah wrote:</cite>Take kroot, hounds and piranhas to block movement.<br /> <br /> Lots of fireknives that sit out of range of your opponents guns.<br /> <br /> And pathfinders to remove cover, increase your suits <span class="glossaryitem" onmouseover='gp(14);'>BS</span>.<br /> <br /> Hammerheads and broadsides to kill mech<br /> <br /> Concentrated fire and target priority are important as well.<br /> <br /> <br /> Unfortunately I would guess most of the people on here have never fought against Tau or never fought against good tau.<br /> <br /> Also, fire warriors are bad.</div></blockquote><br /> <br /> <span class="glossaryitem" onmouseover='gp(267);'>QFT</span>. This strategy is good.<br /> <br /> Take 6 Fire Warriors. Put them in the pathfinders Devilfish. Never disembark them.]]></description>
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				<pubDate><![CDATA[Mon, 21 Sep 2009 15:13:49]]> GMT</pubDate>
				<author><![CDATA[ mattv2099]]></author>
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				<title>TAU TACTICS!!!</title>
				<description><![CDATA[ Sounds good]]></description>
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				<pubDate><![CDATA[Mon, 21 Sep 2009 16:54:42]]> GMT</pubDate>
				<author><![CDATA[ The Warp]]></author>
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				<title>TAU TACTICS!!!</title>
				<description><![CDATA[ Cheap Crisis Suits are Twinlink Flamers w/a Missile Pod.<br /> <br /> Twin Linked Missile Pods are pretty cheap too.  6 Shots at 36" w/high S?  You bet.]]></description>
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				<pubDate><![CDATA[Mon, 21 Sep 2009 19:26:16]]> GMT</pubDate>
				<author><![CDATA[ Doombot001]]></author>
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				<title>Re:TAU TACTICS!!!</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(557);'>Fireknife</span>. Hounds. Markerlights.]]></description>
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				<pubDate><![CDATA[Mon, 21 Sep 2009 19:30:58]]> GMT</pubDate>
				<author><![CDATA[ Gavrock]]></author>
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				<title>TAU TACTICS!!!</title>
				<description><![CDATA[ <blockquote><div><cite>Doombot001 wrote:</cite>Cheap Crisis Suits are Twinlink Flamers w/a Missile Pod.<br /> <br /> Twin Linked Missile Pods are pretty cheap too.  6 Shots at 36" w/high S?  You bet.</div></blockquote><br /> <br /> Don't do either of these things if you want to be competitive.<br /> <br /> Crisis suits don't want to be close enough to use flamers, and only getting 1 weapon system is generally bad and not much cheaper than 2.]]></description>
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				<pubDate><![CDATA[Mon, 21 Sep 2009 20:45:02]]> GMT</pubDate>
				<author><![CDATA[ Timmah]]></author>
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				<title>TAU TACTICS!!!</title>
				<description><![CDATA[ Don't do this if you want friends.<br /> <br /> Rather than just telling someone that they're wrong, how about showing a good loadout or adding something to the conversation?<br /> <br /> <span class="glossaryitem" onmouseover='gp(126);'>TL</span> flamer crisis suits can do some damage, but you're pretty much relying on a good scatter and hoping to take out everyone or you're in trouble. Its risky business and the tau don't like to be risky.<br /> <br /> I like crisis suits with missile pods and plasma guns or whatever they are. I haven't been going Tau very long, but these seem to work against most tougher infantry and can work against back armor in a pinch. The plasma gun is a bit expensive at 20 pts, but it can take out termies with the <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 2 which is nice. ]]></description>
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				<pubDate><![CDATA[Tue, 22 Sep 2009 01:37:50]]> GMT</pubDate>
				<author><![CDATA[ indigo_jones]]></author>
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				<title>TAU TACTICS!!!</title>
				<description><![CDATA[ <blockquote><div><cite>indigo_jones wrote:</cite>Don't do this if you want friends.<br /> <br /> Rather than just telling someone that they're wrong, how about showing a good loadout or adding something to the conversation?<br /> <br /> <span class="glossaryitem" onmouseover='gp(126);'>TL</span> flamer crisis suits can do some damage, but you're pretty much relying on a good scatter and hoping to take out everyone or you're in trouble. Its risky business and the tau don't like to be risky.<br /> <br /> I like crisis suits with missile pods and plasma guns or whatever they are. I haven't been going Tau very long, but these seem to work against most tougher infantry and can work against back armor in a pinch. The plasma gun is a bit expensive at 20 pts, but it can take out termies with the <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 2 which is nice. </div></blockquote><br /> <br /> I already pointed out what works in an earlier post.  Hence not clarifying in my second post with quality suits.  That being said, as you stated, missile pod, plasma, multi tracker suits are by far the best load out.<br /> <br /> They have the best defenses which is long range.<br /> <br /> <br /> Also to all the new tau players:<br /> <br /> Fireknive suit = missile pod, plasma, multi tracker suits<br /> <br /> (probably made my first post unclear)]]></description>
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				<pubDate><![CDATA[Tue, 22 Sep 2009 05:29:13]]> GMT</pubDate>
				<author><![CDATA[ Timmah]]></author>
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				<title>TAU TACTICS!!!</title>
				<description><![CDATA[ The Tau have tactics? Why wasn't I informed?]]></description>
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				<pubDate><![CDATA[Tue, 22 Sep 2009 05:46:55]]> GMT</pubDate>
				<author><![CDATA[ DarkHound]]></author>
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				<title>TAU TACTICS!!!</title>
				<description><![CDATA[ <blockquote><div><cite>DarkHound wrote:</cite>The Tau have tactics? Why wasn't I informed?</div></blockquote><br /> <br /> Yep.  Tau are one of those armies that are amazing when a skilled player uses them.<br /> <br /> That's why so many people on here think they are bad.]]></description>
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				<pubDate><![CDATA[Tue, 22 Sep 2009 12:50:00]]> GMT</pubDate>
				<author><![CDATA[ Timmah]]></author>
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				<title>TAU TACTICS!!!</title>
				<description><![CDATA[ I am just starting to use tau, but have years of experience with other armies.<br /> <br /> Some observations:<br /> <span class="glossaryitem" onmouseover='gp(557);'>Fireknife</span>. Very solid performer.<br /> Minimal fire warrior squads in gunfish.<br /> Rail guns.<br /> Rail guns.<br /> Pathfinders.  The markerlights are invaluable.<br /> Rail guns.<br /> <br /> I have 5 stealth suits, but they die.  I know I am using them wrong - how should I use them?]]></description>
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				<pubDate><![CDATA[Tue, 22 Sep 2009 13:41:26]]> GMT</pubDate>
				<author><![CDATA[ Inigo Montoya]]></author>
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				<title>TAU TACTICS!!!</title>
				<description><![CDATA[ <blockquote><div><cite>Inigo Montoya wrote:</cite>I am just starting to use tau, but have years of experience with other armies.<br /> <br /> Some observations:<br /> <span class="glossaryitem" onmouseover='gp(557);'>Fireknife</span>. Very solid performer.<br /> Minimal fire warrior squads in gunfish.<br /> Rail guns.<br /> Rail guns.<br /> Pathfinders.  The markerlights are invaluable.<br /> Rail guns.<br /> <br /> I have 5 stealth suits, but they die.  I know I am using them wrong - how should I use them?</div></blockquote><br /> <br /> By leaving them in the box sadly.  Fireknives are by far superior.<br /> <br /> Also you really need some kroot in there.  They are invaluable for mopping up units and blocking assaults.<br /> (same goes for pirahnas)]]></description>
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				<pubDate><![CDATA[Tue, 22 Sep 2009 15:24:18]]> GMT</pubDate>
				<author><![CDATA[ Timmah]]></author>
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				<title>TAU TACTICS!!!</title>
				<description><![CDATA[ Use stealths as mobile markerlights.  They are relentless so they can fire markerlights and will almost always be out of sight range because of the always night fight special rule.  You can tag them with markerlights and they will never see you.<br /> <br /> Broadsides are a huge target.  Protect them well.  Use them to your advantage to take out tanks.<br /> <br /> <span class="glossaryitem" onmouseover='gp(558);'>Deathrains</span> (twin-linked missile pods) are great anti-transport vehicles.  Two chances per model to pop rhinos coming across the table at you that are twinlinked is amazing.  Strength 7 is also good for taking out <span class="glossaryitem" onmouseover='gp(93);'>MCs</span>.  Add a flamer if people get too close for comfort and are bunched up - plus it's cheap.<br /> <br /> Kroot are great if you have forests on the table or assault immediately with them.  Basically think of them as suicide berserkers that live only to run into combat to fight.  One leadership test and they are screwed.  that is unless you attach your commander to them and bump up their <span class="glossaryitem" onmouseover='gp(82);'>Ld</span>.<br /> <br /> Hammerheads are mobile death.  Cover save at over 12" from the disruption pod.  Anti-horde and anti-tank all in one with the railgun or take the cheaper ion cannon to roast marines with 3 S8AP3 shots.  Also your Target lock means you can shot all of your weapons at different targets.]]></description>
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				<pubDate><![CDATA[Tue, 22 Sep 2009 15:48:56]]> GMT</pubDate>
				<author><![CDATA[ rogueeyes]]></author>
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				<title>TAU TACTICS!!!</title>
				<description><![CDATA[ That was a good post rogueeyes thanks!]]></description>
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				<pubDate><![CDATA[Tue, 22 Sep 2009 16:22:30]]> GMT</pubDate>
				<author><![CDATA[ The Warp]]></author>
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				<title>TAU TACTICS!!!</title>
				<description><![CDATA[ There are a lot more complicated tactics as well but those are the down adn dirty quick overview of things.  I didn't go through all the units because well it takes a while to write up.  <br /> <br /> Here's some tactic overviews:<br /> <br /> <b>Jump-Shoot-Jump (<span class="glossaryitem" onmouseover='gp(278);'>JSJ</span>)</b><br /> Your suits are jetpacks which allow you to move 6" then shoot in the shooting phase and move an additional 6" in the assault phase and not having to assault someone.  This means you can sit behind cover, jump out in your movement phase, then shoot an enemy, and finally jump back behind cover in your assault phase.  The enemy shoots as you with a cover save or he cannot shoot at all since he cannot see you.<br /> <br /> <b>Fish of Fury</b><br /> Have a fully loaded devilfish with 12 firewarriors in it.  Drive up to a unit and disembark out the back.  Fire at the unit in front of the fish from behind the fish with 24 rapid fire S5AP5 shots.  You opponent has trouble assaulting you since there is a huge transport sitting in between you.  This was huge in 4th edition but 5th edition rules have weakened it quite a bit and <span class="glossaryitem" onmouseover='gp(317);'>TLoS</span> makes it hard to actually shoot through your tank unless it is modeled high up.  Even then your opponent gets a 4+ cover save.<br /> <br /> <b>Kroot Horde</b><br /> 20 Kroot with 12 Hounds.  On the Charge they get 3 attacks each for a total of 96 attacks.  It takes 8 models dead for them to take a morale test from shooting.  In a forest they get a 3+ cover save.  If they go to ground in a forest it becomes 2+.<br /> <br /> <b>Suicide Suits</b><br /> Cheap suits can be purchased for specific tasks.  A battlesuit can deepstrike and fire.  If you load it up twinlinked weapons it drastically increases the hit percentage.  Deep strike within melta range.  You get a reroll with a pathfinders devilfish in <span class="glossaryitem" onmouseover='gp(85);'>LoS</span> from the markerbeacon.  Blast away at tanks.  This also works with flamers on the suits.  <br /> <br /> <b>Ninja Tau</b><br /> For objective based games this allows you to use the Positional Relay to bring in exactly what you want turn by turn and protect your more fragile troops and units until you need them - such as at the end of the game when you want to grab objectives.  Each turn you bring in ONE unit from reserves on a 2+ roll starting on turn 2.  You choose which unit.  You can always choose not to use it and bring in your entire army on normal reserve rules.  The only problem is that you have a small army on the board and you lose the ability if the suit with the positional relay dies.  Used right the tactic is great.  Used by a novice the tactic is horrible.]]></description>
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				<pubDate><![CDATA[Tue, 22 Sep 2009 19:17:36]]> GMT</pubDate>
				<author><![CDATA[ rogueeyes]]></author>
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				<title>Re:TAU TACTICS!!!</title>
				<description><![CDATA[ Some comment on the Tactics above.<br /> <br /> <span class="glossaryitem" onmouseover='gp(278);'>JSJ</span> is gold, even though your XV8's look pretty sturdy, they also cost a lot of points per model. And they are quite vulnerable to allot of things. Jumping them behind terrain to give them a cover save (or preferably, out of <span class="glossaryitem" onmouseover='gp(85);'>LOS</span>) is pretty critical.<br /> <br /> Fish of Fury is pretty mediocre. It needs a few markerlight shots to be effective, but even then, your are so close to the other guy models you probably end up in assault anyway.<br /> <br /> Kroot horde is also golden, use Kroot to shield your army from assault. Or to counter assault something that attacks your shooty models. But beware, you'll probably get killed if you attack something with a good save.<br /> <br /> Suicide Suits are mediocre too. Even with the re-roll, you'll get an on-target result only 56% of the time. They need to be close, so chances are you'll mishap if you don't land on target.<br /> <br /> Ninja Tau is utter <span class="glossaryitem" onmouseover='gp(173);'>cr</span>*p. Not shooting for 4 turns with a shooty army and basing your entire army on a model which will die from a lascannon shot isn't good at all, in my book at least.<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 22 Sep 2009 22:45:58]]> GMT</pubDate>
				<author><![CDATA[ Joostuh]]></author>
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				<title>Re:TAU TACTICS!!!</title>
				<description><![CDATA[ What's with all the <span class="glossaryitem" onmouseover='gp(39);'>FW</span> hate? I love those guys, and almost always have at least 3 squads of 10. When you concentrate fire on a single unit they're devastating, and compared to a decent number of basic troops form other armies (orks, eldar, imperial guard, tyranids...) they have a decent armor save. It's just not power armor. The devilfish is great transport too, and really helps out the <span class="glossaryitem" onmouseover='gp(39);'>FW</span> in staying away for as long as possible. <br /> <br /> One of the keys to playing Tau is know which units to hit first, and then hit them hard. If you run your devilfish o' <span class="glossaryitem" onmouseover='gp(39);'>FWs</span> up to a unit and disembark within rapid fire range and the unit isn't completely destroyed, you're doing it wrong. Support them with other units in your army like battlesuits, kroot, another fish of fury... anything really. Tau fight as an army, not a bunch of separate units. <br /> <br /> Ninja Tau has also won me many a game by bringing in a squad of devilfish mounted <span class="glossaryitem" onmouseover='gp(39);'>FWs</span> in turn 6 to capture an objective at the last moment. But like rougeeyes said... if you don't know what you're doing (like the first dozen times I tried this <span class="glossaryitem" onmouseover='gp(84);'>lol</span>) you WILL lose. ]]></description>
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				<pubDate><![CDATA[Wed, 23 Sep 2009 06:49:17]]> GMT</pubDate>
				<author><![CDATA[ Cirronimbus]]></author>
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				<title>TAU TACTICS!!!</title>
				<description><![CDATA[ <blockquote><div><cite>Inigo Montoya wrote:</cite><br /> <br /> I have 5 stealth suits, but they die.  I know I am using them wrong - how should I use them?</div></blockquote><br /> <br /> <br /> The best way to use them that I have found is to replace them with 3 XV8's and leave them at home.]]></description>
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				<pubDate><![CDATA[Wed, 23 Sep 2009 13:54:15]]> GMT</pubDate>
				<author><![CDATA[ mattv2099]]></author>
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				<title>TAU TACTICS!!!</title>
				<description><![CDATA[ Drop the stealths down to 3.  Give the <span class="glossaryitem" onmouseover='gp(126);'>TL</span> a markerlight, a target lock and maybe a fusion blaster.  Also if you ahve the points add a Markerlight drone.  Now stay around 40" away form the enemy.  Jump up to 35" or so and fire your markerlights.  Score hits that are used to help the rest of your army.  Afterwards jump back to around 40-42".  Repeat each turn.<br /> <br /> Stealthsuits can NEVER be seen at more than 36" away.  the 2 burst cannons will be able to provide some staying power against a rogue infantry squad that comes around.  The fusion blaster can also take care of a transport taht gets sent your way.  The average roll for sight in night fighting is around the lower 20s I believe. This equates out to mobile markerlights that hit and cannot be seen at all.  What cannot be seen cannot be taken out.<br /> <br /> When your enemy diverts part of his force to take out the stealths he just lost that much firepower against your main force.]]></description>
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				<pubDate><![CDATA[Wed, 23 Sep 2009 15:13:06]]> GMT</pubDate>
				<author><![CDATA[ rogueeyes]]></author>
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				<title>TAU TACTICS!!!</title>
				<description><![CDATA[ <blockquote><div><cite>Timmah wrote:</cite>Yep.  Tau are one of those armies that are amazing when a skilled player uses them.<br /> <br /> That's why so many people on here think they are bad.</div></blockquote><br /> <br /> Quit the trolling.   Click on Rule #1 in my signature for a complete list of the Dakka rules, which you seem to have forgotten. ]]></description>
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				<pubDate><![CDATA[Wed, 23 Sep 2009 19:01:59]]> GMT</pubDate>
				<author><![CDATA[ Lorek]]></author>
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				<description><![CDATA[ <blockquote><div><cite>Iorek wrote:</cite><blockquote><div><cite>Timmah wrote:</cite>Yep.  Tau are one of those armies that are amazing when a skilled player uses them.<br /> <br /> That's why so many people on here think they are bad.</div></blockquote><br /> <br /> Quit the trolling.   Click on Rule #1 in my signature for a complete list of the Dakka rules, which you seem to have forgotten. </div></blockquote><br /> <br /> Wait, so someone comes into a tau tactics thread and makes a completely pointless post making fun of the army.  And you're mad at me?]]></description>
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				<pubDate><![CDATA[Wed, 23 Sep 2009 19:06:05]]> GMT</pubDate>
				<author><![CDATA[ Timmah]]></author>
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				<title>TAU TACTICS!!!</title>
				<description><![CDATA[ It was a joke that the Tau have tactics.  It takes a lot of tactics to play the Tau.  If you are skilled Tau are completely amazing.  There are a lot of problems with them sure.  The thing is you can gear a list to just about anything you come up against.  The problem is that all around they become weak the more things they try to prepare for.  <br /> <br /> I personally need to cut down on my <span class="glossaryitem" onmouseover='gp(316);'>KP</span>.  If I start ramping up my army in points I barely increase in <span class="glossaryitem" onmouseover='gp(316);'>KP</span> at all.  I just increase squad sizes and wargear.  If I add another suit here or there it increases the team sizes to 3 instead of 2 suits.  More firepower for me.  I think my 1500 point list has around 15 <span class="glossaryitem" onmouseover='gp(316);'>KP</span> or so in it.  I'd have to double check.  We've been playing Ard Boyz which keeps changing the <span class="glossaryitem" onmouseover='gp(316);'>KPs</span> around.]]></description>
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				<pubDate><![CDATA[Wed, 23 Sep 2009 19:57:01]]> GMT</pubDate>
				<author><![CDATA[ rogueeyes]]></author>
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				<title>TAU TACTICS!!!</title>
				<description><![CDATA[ @rogueeyes<br /> Paying 100-150 points for one or two possible Markerlight hits is way to expensive, but you have pointed out the only real use for a Stealthsuit squad.<br /> <br /> Don't worry to mutch about killpoints, its better to have a good army and win the proper writen missions in the BBB, then to have a crappy army that can win in a crappy written mission.]]></description>
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				<pubDate><![CDATA[Wed, 23 Sep 2009 20:51:57]]> GMT</pubDate>
				<author><![CDATA[ Joostuh]]></author>
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				<description><![CDATA[ @Joostuh<br /> <br /> True.  Then again Markerdrones are expensive as crap too.  It is a use for them.  Course burst cannons are great against hordes as well.  They tore up a bunch of genestealers and guants my last game.  I don't play anyone with orks but they'd have a good chance there as well.  <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Wed, 23 Sep 2009 21:50:35]]> GMT</pubDate>
				<author><![CDATA[ rogueeyes]]></author>
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				<title>TAU TACTICS!!!</title>
				<description><![CDATA[ This all sounds great!]]></description>
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				<pubDate><![CDATA[Wed, 23 Sep 2009 22:57:38]]> GMT</pubDate>
				<author><![CDATA[ The Warp]]></author>
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				<title>TAU TACTICS!!!</title>
				<description><![CDATA[ The twinlink flamers w/missile pod are not meant to bum rush the enemy.  Use the missile pods at first, then go with the flamers.  The suit is one of the cheapest that I have used that's pretty effective.<br /> <br /> rogueeyes has it spot on that the twin-link missilepod is one of the most versatile suits there is (and it's cheaper than then missilepod/plasma rifle combo).  While the <span class="glossaryitem" onmouseover='gp(6);'>AP</span> isn't there, the high S is good.  Good for light vehicles and high T baddies.  The missile pods are great when you can <span class="glossaryitem" onmouseover='gp(278);'>JSJ</span> in and out of your enemies range.  <br /> <br /> RE's tactics for the stealthsuit/marker drone is pretty ingenius.  The suits are pretty expensive, but they do the trick.  It's really fun when your opponent rolls horrible to try and spot them.  Marker drones ARE expensive point-wise, but can help your units are times when they need it the most.<br /> <br /> Hammerheads are great fun, but the are usually big bullseye's for your opponent.  A MUST is to equip them with Disruption pods to give them some kind of chance.  The submunition, in my POV, has been either really good or horribly bad.<br /> <br /> The main thing that I've found out though is to configure your suits and experiment with them.  Try not to make them Jack-of-all-Trades because their overall effectiveness goes waaaay down.  Focus on one aspect for your suits and make them experts on it.<br /> <br /> Good luck!]]></description>
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				<pubDate><![CDATA[Thu, 24 Sep 2009 01:21:50]]> GMT</pubDate>
				<author><![CDATA[ Doombot001]]></author>
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				<title>TAU TACTICS!!!</title>
				<description><![CDATA[ <blockquote><div><cite>rogueeyes wrote:</cite>Drop the stealths down to 3.  Give the <span class="glossaryitem" onmouseover='gp(126);'>TL</span> a markerlight, a target lock and maybe a fusion blaster.  Also if you ahve the points add a Markerlight drone.  Now stay around 40" away form the enemy.  Jump up to 35" or so and fire your markerlights.  Score hits that are used to help the rest of your army.  Afterwards jump back to around 40-42".  Repeat each turn.<br /> <br /> Stealthsuits can NEVER be seen at more than 36" away.  the 2 burst cannons will be able to provide some staying power against a rogue infantry squad that comes around.  The fusion blaster can also take care of a transport taht gets sent your way.  The average roll for sight in night fighting is around the lower 20s I believe. This equates out to mobile markerlights that hit and cannot be seen at all.  What cannot be seen cannot be taken out.<br /> <br /> When your enemy diverts part of his force to take out the stealths he just lost that much firepower against your main force.</div></blockquote><br /> <br /> This is all gospel except for the Fusion Blaster. If you have the Team Leader running around with a Fusion Blaster, that's one less burst cannon you bring to bear on an enemy infantry squad. Plus, if your XV25 is using a Fusion Blaster when it has marker drones means its way too close to the enemy to be doing its primary job, unless someone deep struck on you or something. Let other things, like your Fireknives, Broadsides, or Helios (For you non-tau, that's an XV8 with a Fusion Blaster/Plasma Rifle) kill the vehicles and heavy infantry, using the markerlights from the stealth team to boost the <span class="glossaryitem" onmouseover='gp(14);'>BS</span> to ensure the kill.<br /> <br /> Just my two cents.]]></description>
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				<pubDate><![CDATA[Thu, 24 Sep 2009 04:52:58]]> GMT</pubDate>
				<author><![CDATA[ RogueFox]]></author>
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				<description><![CDATA[ re Inigo comments: <br /> Stealth suits are my favourite Tau unit. They are very unpopular because they are difficult to use effectively: with T3 and 18 inch range they melt away very often. <br /> My advice is infiltrate them out of sight of the enemy and use them as a harassing unit. Bizarrely I have found them to be useful at harassing terminators due to sheer number of shots.<br /> <br /> One way of protecting them is to take up the wargear option so that everyone has a drone. That way you have to take 6 wounds before Tau start to die. I use a mix of shield drones, gun drones and sometimes marker drones. This makes the unit very expensive (circa 300pts) but a lot more accurate and survivable.<br /> <br /> But in terms of point for point effectiveness, of course crisis suits are by far superior.<br /> ]]></description>
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				<pubDate><![CDATA[Fri, 25 Sep 2009 14:38:46]]> GMT</pubDate>
				<author><![CDATA[ troy_tempest]]></author>
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				<title>TAU TACTICS!!!</title>
				<description><![CDATA[ There is actually a really lengthy Tau Tactics thread but any way here are some fine points ;<br /> <br /> Minimum Firewarrriors in Devilfish - Excellent<br /> <br /> 10 Kroot w/ 10 Kroot hounds  - Excellent<br /> <br /> <br /> 3 Man Crisis w/ <br /> Twin Pod ; Flamer<br /> Twin Pod ; <br /> Twin Pod ; Bonding knife<br /> 138 points for a unit that is complex and has 6 ST7 shots <br /> This unit is awesome : Twin BS3 is a slightly higher % to hit than BS4.<br /> <br /> <br /> 2 Man w/ Twin Fusion ( Crisiscide) 86 points some people like to use flamers as well. With a Pathfinder Devilfish this unit rerolls its <span class="glossaryitem" onmouseover='gp(471);'>DS</span>.<br /> <br /> <br /> <br /> Do not go with a Jack of All Trades an dont spend more than 50 points if you can help it on Crisis suits.<br /> <br /> <br /> <br /> Pirahna Squads are one of the most point efficient units in the list. Do not take minimum squads take 4 to 5 in one squad as it give you a 8 or 10 man gun drone squad.<br /> <br /> Take Hammer Heads over Broadsides ; Cheaper , more mobile, versatile and not a huge point sink. Add in AV13 and a 4+ invulnerable.<br /> <br /> <br /> <br /> That's pretty much how people boiled down the codex.<br /> <br /> <br /> Now for the next one<br /> <br /> <br /> <b> POSITIONAL RELAY </b><br /> <br /> <br /> This does not mean build your army around this. This is probably one of the best Wargear items you can get and you should ALWAYS take it.<br /> <br /> Example:<br /> <br /> Leave Broadside off table , Come on turn 2 ; kill something same for Hammerheads etc..<br /> <br /> Almost guarrenteed Reserve DSing Crisicide<br /> <br /> <br /> Reserve Stacking.<br /> <br /> <br /> Keep your Kroot off the board outflanking they have a crappy save; Bring on  stuff till the 3rd turn after that let all your kroot come on at the same time.<br /> <br /> Its annoying and a great tactic.<br /> <br /> <br /> Thats just some of it. Positional Relay is a hands down almost neccessary.<br /> <br /> It protects units , it allows you to control pace , just take it. even if you use it 10 percent of the time. that Ten percent when it does work will make your opponent cry.<br /> <br /> <br /> Thats about it:<br /> <br /> Contact Focusedfire he is all Tauie]]></description>
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				<pubDate><![CDATA[Fri, 25 Sep 2009 16:37:08]]> GMT</pubDate>
				<author><![CDATA[ Hollismason]]></author>
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				<description><![CDATA[ <blockquote><div><cite>Hollismason wrote:</cite>Take Hammer Heads over Broadsides ; Cheaper , more mobile, versatile and not a huge point sink. Add in AV13 and a 4+ invulnerable.</div></blockquote><br /> <br /> Average points on <span class="glossaryitem" onmouseover='gp(320);'>HH</span>'s are usually around 160-170<br /> For that you can get 2 broadsides with a shield drone<br /> <br /> Mobility I'll grant you but any good player will have shield drones on their broadsides and will take lascannons etc. on them and small arms on the broadsides.<br /> But <span class="glossaryitem" onmouseover='gp(9);'>AV</span> vs Good saves is still a topic under debate so we'd better not start a new one.]]></description>
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				<pubDate><![CDATA[Fri, 25 Sep 2009 17:14:28]]> GMT</pubDate>
				<author><![CDATA[ O'shovah]]></author>
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				<title>TAU TACTICS!!!</title>
				<description><![CDATA[ O'shovah is correct on the <span class="glossaryitem" onmouseover='gp(320);'>HH</span> vs Broadsides.  My typical broadside squad is 160-170.  My hammerhead is usually around 170 with all the extras and railgun.  Sometimes I take the Ion cannon instead and it comes out to be 135.  <br /> <br /> Broadsides work best in 2 squads of at least 2 each covering half the battlefield with firing lanes.  No vehicle is safe.  Also you can take a target lock on a team lead and fire at 2 different targets with a squad.  Up to 4 vehicles each being hit 75% of the time.  With ASS the broadsides can shoot and move as well (including if they are falling back).<br /> <br /> The Hammerhead works in dual roles as a horde killer and a tank hunter.  The Multitracker allows you to move up to 12" and still fire your main weapon.  With a target lock you can target up to 3 different units - 2 burst cannons at 2 different infantry squads (or the same one your choice) and the railgun at a tank anywhere in sight.  With your disruption pod you get a cover save of 4+ from enemies further than 12" away from you.  No use against meltas but hey - stay more than 12" away form those things.<br /> <br /> It's a toss up.  I enjoy running a hammerhead as anti-<span class="glossaryitem" onmouseover='gp(95);'>MEq</span> with an Ion Cannon and as anti-horder with 2 burst cannons.  This outputs 9 shots a turn and moves up to 6 inches.  Along with this I run 2 squads of 2 basic broadsides with ASS.  These set up apart from each other and cover different areas of the field.  With ASS they are able to move far enough to negate opponents obscured vehicles from getting cover saves.  Also, they can move a small way out of the way of danger.  This is all in a 1500 point list.  4 railguns at that point level is deadly to mech lists.  The Ion cannon can be replaced with a railgun for antihorde as well.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Fri, 25 Sep 2009 19:00:45]]> GMT</pubDate>
				<author><![CDATA[ rogueeyes]]></author>
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				<description><![CDATA[ I'll try the Crisiscide thing.  My twin-linked fusion suits have a missile pod on em.  Should I drop it and make is strictly twin fusion?<br /> <br /> Cost per Suit:<br /> Agreed on not spending more than 50 pts per suit.  Over that, I've found, and you start losing your "investment" by a lot.  I also LOVE the twinlink missile pods.  6 shots w/re-roll to hit?  You betcha.  <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"><br /> <br /> Piranha:<br /> I've only used my piranha's in 1 game.  I bought a bunch and put fusion's on em cause I've heard its better than the burst.  Thoughts?<br /> <br /> Hammerhead vs Broadside:<br /> People have stated sound arguments on both sides.  <span class="glossaryitem" onmouseover='gp(320);'>HH</span> is faaar more mobile than the Broadsides, but its way more expensive.  Broadsides will tend to hit more often, but are more vulnerable to enemy units.<br /> <br /> Best thing I've found out is to use a combo of both.  The Broadsides act as a static anti-armor while the <span class="glossaryitem" onmouseover='gp(320);'>HH</span> actively goes and hunts for armor.<br /> <br /> <br /> I've been reading the Tau Tactica by focusedfire.  Offers great advice and brings up new ways at looking at how to use Tau that I never thought of.  Sort of complex, but I would also suggest reading it.]]></description>
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				<pubDate><![CDATA[Fri, 25 Sep 2009 19:40:35]]> GMT</pubDate>
				<author><![CDATA[ Doombot001]]></author>
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				<description><![CDATA[ For very good tau tactics, you can always read the site that must not be named!]]></description>
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				<pubDate><![CDATA[Fri, 25 Sep 2009 19:44:50]]> GMT</pubDate>
				<author><![CDATA[ Timmah]]></author>
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				<title>Re:TAU TACTICS!!!</title>
				<description><![CDATA[ My friend that plays against me wins most of the time with his army.<br /> He has Battlesuits w/ <span class="glossaryitem" onmouseover='gp(126);'>TL</span> plasma rifles for killing <span class="glossaryitem" onmouseover='gp(95);'>MEQs</span> and he is a phenomonal Jump-Shoot-Jumper.<br /> He also takes broadsides, Hammer heads w/ the disruption thing and they have <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> killers as well.<br /> The only time I beat him was when I took 60 <span class="glossaryitem" onmouseover='gp(390);'>GHs</span> in drop pods w/ Meltas and flamers ]]></description>
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				<pubDate><![CDATA[Fri, 25 Sep 2009 19:45:36]]> GMT</pubDate>
				<author><![CDATA[ PotionsN'Balms]]></author>
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				<description><![CDATA[ <blockquote><div><cite>Timmah wrote:</cite>For very good tau tactics, you can always read the site that must not be named!</div></blockquote><br /> <br /> This is very true.   <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"><br /> <br /> But shouldn't Dakka have its own Tau Taktiks?   <img src="/s/i/a/8f7b3f87df347f2cf6c1e7d5e119a067.gif" border="0">]]></description>
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				<pubDate><![CDATA[Fri, 25 Sep 2009 19:58:34]]> GMT</pubDate>
				<author><![CDATA[ Doombot001]]></author>
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				<description><![CDATA[ <blockquote><div><cite>Timmah wrote:</cite>Take kroot, hounds and piranhas to block movement.<br /> <br /> Lots of fireknives that sit out of range of your opponents guns.<br /> <br /> And pathfinders to remove cover, increase your suits <span class="glossaryitem" onmouseover='gp(14);'>BS</span>.<br /> <br /> Hammerheads and broadsides to kill mech<br /> <br /> Concentrated fire and target priority are important as well.<br /> <br /> <br /> Unfortunately I would guess most of the people on here have never fought against Tau or never fought against good tau.<br /> <br /> Also, fire warriors are bad.</div></blockquote><br /> <br />   I agree with what Tim says based on my experiences playing with Tau. Firewarriors are absolutely inferior and keep to the fireknives as they still are currently the best loadout. <br /> <br />   @Tim what is a good ratio do you use of hammerhead to broadside?]]></description>
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				<pubDate><![CDATA[Fri, 25 Sep 2009 20:09:35]]> GMT</pubDate>
				<author><![CDATA[ thehod]]></author>
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				<title>TAU TACTICS!!!</title>
				<description><![CDATA[ I usually go with the 2 hammerheads and then x broadsides depending on points.  Probably like 1 at 1500, 2 at 1750-2000.  <br /> <br /> I really only play 1850 in our area, so its 2 hammerheads, 2 broadsides.  And make sure 1 broadside has a target lock.<br /> <br /> For the record, more people than stelek came to the realization on how to play tau in 5th.  I remember someone from libarium online was claiming the same tactics as him for quite some time as well.<br /> <br /> Dakka being a separate site doesn't need its own tactics, just the correct ones.<br /> <br /> <br /> The problem most people have with tau is that they are very inflexible.  There is basically 1 build for them that works (and works amazingly well).  If you want to customize or add fun stuff in, your list takes a huge hit.  Much more than other armies.  This is the real reason this army is constantly touted as bad, because basically if you drop 200-300 pts out of THE LIST and add in other "fun" stuff,  your army hits mediocrity very fast.]]></description>
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				<pubDate><![CDATA[Fri, 25 Sep 2009 20:15:00]]> GMT</pubDate>
				<author><![CDATA[ Timmah]]></author>
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				<title>TAU TACTICS!!!</title>
				<description><![CDATA[ I bought my amry near the end of 4th edition. So I have no broadsides or kroot but slowly building those up as for the time being I have to rely on my fireknives to do the damage and my 3 hammerheads. <br /> <br />   How many piranahs you use?]]></description>
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				<pubDate><![CDATA[Sat, 26 Sep 2009 00:46:27]]> GMT</pubDate>
				<author><![CDATA[ thehod]]></author>
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				<title>TAU TACTICS!!!</title>
				<description><![CDATA[ <blockquote><div><cite>thehod wrote:</cite>I bought my amry near the end of 4th edition. So I have no broadsides or kroot but slowly building those up as for the time being I have to rely on my fireknives to do the damage and my 3 hammerheads. <br /> <br />   How many piranahs you use?</div></blockquote><br /> <br /> I go with 2 up to 1850 and then add 2 more at 2k.  Nice easy build up.]]></description>
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				<pubDate><![CDATA[Sat, 26 Sep 2009 01:27:42]]> GMT</pubDate>
				<author><![CDATA[ Timmah]]></author>
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				<title>TAU TACTICS!!!</title>
				<description><![CDATA[ Each is own on the broad sides personally I hates them with the fury of a thousand burning suns. Just my view that AV13 with 4+ invulnerable is way better.<br /> <br /> <br /> @Timmah : I disagree on the 1 list to win them all on Tau personally Ive seen several that work well. The problemis that people get stuck in this 4th edition list mentality and the 5th edition change in vehicles really messed with Tau.<br /> <br /> <br /> Personally I have fielded 60 Kroot with hounds Pirahnas and Crisis suits and it works great. Thats only 390 <span class="glossaryitem" onmouseover='gp(17);'>btw</span>.<br /> <br /> <br /> Once you go Kroot and Pirahna  you dont go back really. They are just so dirt cheap and get hounds which are great.<br /> <br /> @Pirahna : Just try them with Fusion guns disruption fields target locks in squads of 4 to 5 and you will not stop using this unit. The ability to grab these and a 8 to 10 gun drone squad is awesome. Also, they can move 12 and fire fusion at tanks and the gun drones can fire at infantry.<br /> <br /> 4 Usually run 310 with disruption fields  and fusion guns.<br /> <br /> <br /> Firewarriors are fething worthless though seriously 185 points for a scoring Devilfish basically.<br /> <br /> <br /> So worthless<br /> <br /> @ the Kroot Pirahna Swarm thing<br /> <br /> 2 five man squads of Pirahna w/ fusion etc. 760<br /> <br /> 3 15 man ( 5 Hounds)Kroot Squads @ 300<br /> <br /> <br /> You get <br /> <br /> 20 Gun Drones <br /> 10 Pirahna<br /> 30 Kroot <br /> 15 Hounds <br /> <br /> Yeah thats 1000 points <br /> <br /> Drop what you like if you want but you can mix and match Pathfinders for Devilfish and Marker lights <br /> <br /> Still having plenty of points to spend in the 1000 to 2000 point range depending on what you field.<br /> <br /> <br /> Its just a point cost efficient army that severally limits your opponent who will sit there with their thumb up their butt because the Pirahna have boxed them in while you take away cover saves and blast away with impunity.<br /> ]]></description>
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				<pubDate><![CDATA[Sat, 26 Sep 2009 03:01:33]]> GMT</pubDate>
				<author><![CDATA[ Hollismason]]></author>
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