Tau Tactica: Know Your Enemy

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This is a guide to outline some problems you may have when facing other armies and how to get around those problems.



Eldar

Problem Transports tend to be full of nasty things like Banshees and striking scorpions. If these little beasties get to your ranks in any kind of numbers, you will have probably lost the battle. With Eldar transports they can do this quickly too.
Solution Take out the transports quickly. Fortunately Eldar transports are fragile, so hit them with every thing you have. Hopefully you can take out a lot of the squad in the explosion.

Problem Wraithlords
Solution Wraithlords probably aren't the best Eldar unit against Tau. So if your opponent takes one, ignore it, unless it gets too close to your lines. Then take it out with battle suits.

Problem Reaper launchers; great for taking out lots of fire warriors.
Solution Use stealth suits to move up to 18" towards your enemy and then shoot at them before moving back to 24" away. This way half the time they shouldn't be able to see the stealth suits. If possible use terrain for hit and run attacks.



Dark Eldar

Problem Dark eldar are fast, really fast. They are so fast that there is a good chance half your army isn't even going to get a shot off.
Solution Dark eldar are also really breakable. If only half your army is going to get a shot off, then you want that shot to be good. Take as much fire power as you can. Don't worry about any thing else but shooting as much as possible at as much as possible.



Necrons

Problem Destroyers are really good at taking out Broadsides (Which happen to be really good at taking out Monoliths).
Solution Kill them. They aren't especially hard to destroy, so don't let them live past the first turn. Try to take them all down at once so they can't make the WWB roll.

Problem Wraiths are fairly fast, and combaty.
Solution Once again they aren't especially hard to destroy. If they get too close then take them out. Try to take them all down at once so they can't make the WWB roll.

Problem Deep striking monolith. This gets Necrons into your battle lines very quickly, so they can assault.
Solution Although the idea of this can be worrying, I have found this to not to be to much of a problem. Firstly, only one unit per turn can 'teleport' to the monolith, and secondly, the monolith costs lots of points and can easily be destroyed using this strategy:
  • Hit it with 3 markerlights
  • Hit with a team of broadsides:
  • Chances of hitting = 35/36= 0.9
  • Chances of Pen. Hit = 0.5
  • Chances of Destroyed or Explodes = 0.5
  • = 22% x 3
  • = 66% of destroyed or explodes and 132% chance of a pen hit.
Most Necron Players realise that this is a big risk, and do not deep strike their monoliths because 235 victory points is a lot to gamble on 1 squad getting there quicker.
Note: Necrons are rubbish in combat, Tau are worse. For gods sake, stay out of it!



Space Marines

Problem Heavy weapons teams. Heavy bolters negate the standard Tau armour save, and out range the pulse rifle by 6"
Solution Use stealth suits to advance within 18" of the enemy, fire and then move 24" away from them in the assault phrase.

Problem Rhino Rush. Blood angels are particularly good at this tactic with Rhinos that can move 24". This tactic can be very effective, especially when the Rhinos are kept hull down.
Solution The only way this can be stopped is by destroying the Rhinos. With armour 11 Railguns are very effective. Against an opponent who uses this tactic, an XV88 squad is your best friend. Don't rely on Fire Warriors to beat this, as they have proved to be unreliable. This tactic can be turned against the Space Marine player, if troops are in a transport that is destroyed, then they can be killed too (Which can be really funny).



Imperial Guard

Problem Guard are famous for tanks, lots of tanks. They have big guns and lots of armour. Not pleasant.
Solution Tau are famous for rail guns. These are pretty much the only thing that will stop a Leman Russ. Seeing as your opponent will almost certainly have lots of tanks, you want lots of rail guns. Thus you want broadsides, as they are much cheaper then Hammerheads.

Problem Heavy weapons teams. Heavy bolters negate the standard Tau armour save, and out range the pulse rifle by 6"
Solution Use stealth suits to advance within 18" of the enemy, fire and then move 24" away from them in the assault phrase.



Chaos Space Marines

Problem Heavy weapons teams. Heavy bolters negate the standard Tau armour save, and out range the pulse rifle by 6"
Solution Use stealth suits to advance within 18" of the enemy, fire and then move 24" away from them in the assault phrase.

Problem Rhino Rush. This tactic can be very effective, especially when the Rhinos are kept hull down.
Solution The only way this can be stopped is by destroying the Rhinos. With armour 11 Railguns are very effective. Against an opponent who uses this tactic, an XV88 squad is your best friend. Don't rely on Fire Warriors to beat this, as they have proved to be unreliable. This tactic can be turned against the Chaos Space Marine player, as if troops are in a transport that is destroyed, then they can be killed too (which is funny).



Tyranids

Problem The swarm.
Solution You have two choices VS nids. One you can get as many fire warriors as you can get. The sit there and lay waste to as many as you can, hopefully before they get to your lines. Or you can go for a mobile force and try to maneuver around a lot using hit and run attacks. This could work well because Tau APCs and vehicles are skimmers, and thus are hard to hit in HtH. This might not work because nids are very fast and my catch you before you get the chance to re-deploy.



Orks

Problem Speed freaks are very fast, and if kept hull down can be difficult to stop.
Solution Ork vehicles are open toped and have low armour. Inflict as many Penetrating and Glancing hits as possible. Because Orks have a low armour save this has the added benefit of killing lotz o' boyz.

Problem Numbers, normal Orks always come in hoards.
Solution Numbers, Fire Warriors are really good at killing Orks.



Witch Hunters

Problem Heavy weapons teams. Heavy bolters negate the standard Tau armour save, and out range the pulse rifle by 6"
Solution Use stealth suits to advance within 18" of the enemy, fire and then move 24" away from them in the assault phrase.
 




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