heres my tip for fighting each unit.
Broadside suits- Since these suits always have 1 Twin linked 24 " range weapon, take them out from far range. While you'll have to contend with 1 Twin linked Rail cannon shot, its at a slower rate than getting hit by multi firing and powerful shots (4 Str 5 hits or 2 Str 6 hits are something to give pause to even Space marines, especially when they can pierce armor)
Stealth Suits, Get in close, and take them out with a dedicated CC unit (Assault Termis with attached Chaplain)
Crisis suits: Theres no real strategy against them as it depends on opponets play style and what their equiped with. Your best bet is to try the long range strategy as some have suggested, Anything that shoots fast or has a high Str/AP rate. only fight them in close combat with a CC type squad that stands a chance (TechMarine with Servo Harness, Chaplain with attached squad, Commander, etc etc)
Fire Warriors: Just hit them with Rapid fire, high ROF weapons and Blast/ Template weapons, Pin them down with a few Whirlwind Vengence rockets (or if you can do some excellent maneuvering and using the terrain to cover its approach, a Vindicator with its Str 10 AP 2 Cannon of doom)
Kroot: Their a distraction, if you have it Whirl wind them out of cover, other wise, only worry about them if you have to (charging you, holding an objective/area, Forest you need for cover) Flamers are great against them. If they have a Krootox, kill it fast!!!, if they have Hounds and are heading your way, then shoot them up
Pirhanas: Their Skimmers, out flank them with your own Land Speeders and hit them with Heavy bolters, if their still alive, make a massed dash against them and pour some Multi Melta Rounds into them,
Path Finders: Treat these as more annoying versions of Fire warriors, destroy their Devil Fish ASAP then attack them just like you would Firewarriors. if they have any rail Rifles, take them out.
Sniper teams: Same as Stealth teams, CC them
hammerhead: Heavy weapons, if you can, deep strike a land speeder squadron behind it and unleash everything you can on its rear hatch
Ethereals. : kill it straight off from the start when the tau are close to the retreat edge. Laugh, and then laugh some more as your opponet has to try and regroup the others and find out their out of range of firing pulse weaponry at your troops. Otherwise take the ethereal out if tau units are getting to close to key positions or is near an objective (a well timed Ethereal Kill can cause an fire warrior squad to fall back and become further away from an objective than your troops are near the end of the game)
Last edited by Knight of Fire
on Sat Jan 06, 2007 8:25 pm, edited 1 time in total.
Murphy's Combat Laws # 77- Air strikes always overshoot the target, artillery always falls short. 116. Odd objects attract fire. You are odd.
117. Your mortar barrage will put exactly one round on the intended target. That round will be a dud.