Fighting the hated Tau

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Postby Anonymous » Fri Jan 05, 2007 1:26 am

sticky_like_cheese wrote:maybe i should use farsight, he's OK in combat right?


who the hell am i kidding?! :lol:


Tau good in combat = really tough and clever grot = daisy picking Space Marine = coffe morning Bloodthirster = polite Eldar = small army of Imperial Guard = Iron Warriors only taking one Heavy = Necrons delivering pizza = hey look its a squat

that should clear it up!
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Postby Brother Bryan » Fri Jan 05, 2007 1:28 am

docanthrax wrote:
sticky_like_cheese wrote:maybe i should use farsight, he's OK in combat right?


who the hell am i kidding?! :lol:


Tau good in combat = really tough and clever grot = daisy picking Space Marine = coffe morning Bloodthirster = polite Eldar = small army of Imperial Guard = Iron Warriors only taking one Heavy = Necrons delivering pizza = hey look its a squat

that should clear it up!


Nah there are some good close combat things in the tau Farsite is okay Uan Si is good at fighting and THE KROOT!!!!!!!
A full squad gets about 101 attacks
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Postby sticky_like_cheese » Fri Jan 05, 2007 1:31 am

i've read through and the kroot arent actually much batter than a fire warrior at combat, accept the extra attacks and the krootox and riders
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Postby Brother Bryan » Fri Jan 05, 2007 1:33 am

sticky_like_cheese wrote:i've read through and the kroot arent actually much batter than a fire warrior at combat, accept the extra attacks and the krootox and riders


Mass numbers and low cost
and infiltrait
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Postby sticky_like_cheese » Fri Jan 05, 2007 1:36 am

i do like shapers....
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Postby Brother Bryan » Fri Jan 05, 2007 1:38 am

sticky_like_cheese wrote:i do like shapers....


And they make great corps
Alright we might be rejects but even we have more wins then the ultramarines

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Postby BlackJokerFox » Fri Jan 05, 2007 12:07 pm

Just shoot the Kroot to hell and they won't be very good at anything except dying horribly.
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Postby sticky_like_cheese » Fri Jan 05, 2007 7:32 pm

you seemed to misread, infiltrate. and if you did turn your army around to shoot them to their doom, the tau would be the other side of the battlefeild still to shoot you 10x harder!
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Postby Brother Bryan » Fri Jan 05, 2007 8:12 pm

sticky_like_cheese wrote:you seemed to misread, infiltrate. and if you did turn your army around to shoot them to their doom, the tau would be the other side of the battlefeild still to shoot you 10x harder!


Yup sticky I declear you my forum buddy
Alright we might be rejects but even we have more wins then the ultramarines

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Postby Knight of Fire » Fri Jan 05, 2007 10:37 pm

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.
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Postby mad944 » Sat Jan 06, 2007 8:31 am

^ Broadsides, not Broadswords. :p

And something that occured to me, does the person use an Ethereal? If so, ally some Daemonhunters in, get an Eversor Assassin, and show the world how fun ten attacks are when they can take out a sizable faction of the enemy army.

Basically, Infiltrate it in, move 6" towards Ethereal, assault 12", hope you get six extra attacks, point out you always wound on 4 or better, and then point out that you ignore armour and have WS and I 5.

Yup, all problems solved.

And if not, use the Eversor and perhaps an Infiltrating command squad to simply mow their line from one end to the other. Problem? I thought not.
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Postby Knight of Fire » Sat Jan 06, 2007 8:27 pm

mad944 wrote:^ Broadsides, not Broadswords. :p


Huh? I have no idea what your talking about.....

*whistles innocently*
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.
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Postby Brother Bryan » Sun Jan 07, 2007 12:08 am

Now if your tau VS Space marine use ion cannons
Alright we might be rejects but even we have more wins then the ultramarines

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Postby Que Dan » Sun Jan 07, 2007 5:20 pm

sticky_like_cheese wrote:nah its just there cursed defence... evil zombie robots!
Eldar are even weirder.

They're Eldar.
That travel the Galaxy.
Who raid worlds.
And wield shurikens.

So they are ninja pirate space elfs. That contrast is overwhelming.
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Postby Anonymous » Sun Jan 07, 2007 9:02 pm

Que Dan wrote:
sticky_like_cheese wrote:nah its just there cursed defence... evil zombie robots!
Eldar are even weirder.

They're Eldar.
That travel the Galaxy.
Who raid worlds.
And wield shurikens.

So they are ninja pirate space elfs. That contrast is overwhelming.


Not to mention the Wraithguard and Wraithlord and the whole Psychic background thing so really they are....(queue them music)

Psychic-(sometimes)Undead-Ninja-Pirate-Space-Elves!
Eldar Power!!

Sorry...got a bit carried away...hmmm "Heroes in Rune Armour??"
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